Studying PBR theory, a question came to my mind. According to the sources, Diffuse and Specular, in physics, are 2 sides of the same coin: Specular is when the light bounces from the surface linearly in the opposite direction Diffuse is when it gets scattered around (and, if I got it correctly, roughness and microsurface…
It was probably a bit confusing, because I greatly simplified much of the physics involved. When I've had to explain PBR to other people (mainly artists) I can see their eyes glaze over as soon as I start talking about angles of incidence, angles of reflection, refractive indices, etc. I tend to not cover index of…
This really caught my imagination and I had to noodle around with it a bit or end up distracted all day. Used anistropic lighting with a kinda noisy random direction map Spec is just a tiling rainbow cloud texture. multiplied by itself in UDK to punch it up. Used a chunk of respawnrt's diffuse for the base diffuse. Cubemap…
First of all, awesome idea for a thread, will be following this for sure. Now, on the MOP subject, can't you hack the effect with some simple shader math? For our current game, while we could technically use colored spec, in order to save on texture memory and lookups we ended up multiplying the specular with the albedo to…
Normal map - defines per-pixel shading information albedo map, diffuse map, color map, all the same thing really (albedo defines diffuse and specular in metalness workflow more here) gloss map, roughness map, same thing, defines how rough or smooth the surface is which in turn defines how broad or narrow the specular…
Well, it's tough to diagnose exact values. There is some science that can at least give you a clue as to what you should be doing though. The paint itself will have a colorless specular reflection because it's a dielectric material. Its color is a result of certain wavelengths of light being more or less absorbed as that…
chatted with someone about it and your best bet would be to have a glossy outside like glass high spec high gloss and a parallaxed diffuse with color underneath that
Blue Diffuse/albedo, opacity and reflectivity/roughness controlled by a fresnel function. Just paint up a self illumination map like usual. Can be single channel or RGB depending on your target engine.