Something I am curious about: When reading some articles it's clear that putting AO in your diffuse/spec is a no-go in PBR (but it can be added later on for ao for small details that engines can't do). And kodde's shader has a input for that. But is that something that gets done in the "upcoming" engines (cryengine…
I'm on the hunt for calibrated PBR textures. Specifically ground/terrain and vegetation textures. I'm gonna have a look on CoD: Black Ops and see how they've made there textures, but it feels a bit stylized? Really what I'm looking for is to know how much hacking there is to get grass to look like grass. Is there a set…
Pretty much, from what I understand physically based rendering is more of a concept than any specific hard set of rules. So, depending on who exactly is writing the shaders and their interpenetration of what is physically accurate (no game engine is really physically accurate, unless you have raytraced…
Here's another link while we're at it! I really liked the setup here. It seems to be very intuitive and easy to work with from what I can gather. http://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf On a side note they offer a solution for what you are talking about radiancef0rge in that…
The last video is really interesting. Since i'm new to this things i have a few questions: Let's say i want to create something made of metal, what should i do to set up a gold material? I know that some PBR engines for metals the albedo/diffuse should be black (non existing) because tha colour was given by its "specular…
osman PBR is not just about some realism, this realism is totally dependent from your artistic ideas ( Disney's Wreck-It Ralph for instance), this more in some cases about consistency, how consistent spec across all surfaces, how all objects react on environment, how they fit to the scene in every place. All this old…
If your geometry and/or normal/parallax map create an "edge" in the gbuffer, then yes it will "do it for you". In an ideal world you wouldn't be painting very much surface-geometry based (ala edges and indents) information into the specular MASK at all. As Equil said, all that really changes is your specular level and…
I made a shader using the same concept of "metalness" that UE4 has a little while back in unity: In my version, the material starts turning into metal as soon as the "metalness" map (or specular, or substance or however you want to call it) is higher than 0.5. The higher the metalness value, the darker the diffuse, and the…
Yeah a big problem is just lack of proper documentation. We (marmoset) don't have any materials specifically related to PBR or anything like that. A diffuse / albedo / color map are really the same thing, how much (if any) lighting you have prebaked into this texture is really an art content issue more so than something…
prefacing statement: obviously each team/studio/engine will have it's own way of handling PBR. they will have their own stylistic choices and they will choose which way round they want certain variables to go. there's no problem with that. what i've learned, through trying to make this shader is that yes, there is a shift…