so if i'm understanding that correctly moose, in extremely simplified math it's something like this for metals? (<diffuse> * (1 - <metal value>) + <env map> * <metal value>) = <diffuse colour> <diffuse colour> + (<diffuse colour> * 1.5) = <final colour> so as you increase the metalness, the diffuse colour goes closer to…
How bright/dark the diffuse is, is the important part of that image, even dark charcoal isn't black, and even white snow isn't pure white. I'd love to see a bunch of these guides for all parts of a texture, diffuse/spec/gloss.
A shot in the dark here: Behind the scenes things **might be** running roughly the same. It's just a matter of how the engine is setup to handle the input. I have a feeling that in UE4 the diffuse color is is being shifted into being used as the reflectence color and the metallic slider is moving the diffuse color closer…
According to one of the PDF's in the self shadow blog, Metals are so dense according to physics that no light enters the surface at all. Hence it's diffuse color is black or "0." Something new to my brain is that diffuse color can be thought of as a type of sub surface scattering. When light enters the material and is…
It depends on the math. I think the lambert diffuse in UE4 was diffuse/pi, so the values will be darker in the UE4 BPR shader than they would be in another shader where you don't divide it by anything (or divide by a different number). The technical artists in the project you're working on will most likely tell you what…
Nope! In Physically based rendering, most metallic materials should have a pure black diffuse. Literally the brightness and color of your reflection is defined by what we call "substance" or "specular map"; This is called "energy conserving". You can see it at the very beginning of my video. When I darken the specular…
How is that possible? How would you make Chrome differ from say, Gold? Doesn't gold have a slightly dark brwn diffuse color with a gold reflection/spec?
Reflection color (in UE4) is defined by base color. Metalness blends between base color being used as diffuse color for non-metallic surfaces, or reflection color for metallic surfaces.
You'd need cube maps or other reflections to be able to pull off metals without diffuse, it might work depending on the engine. You'd also need a way to blur the reflections for the different levels of roughness.