Yeah. This is where the term Specular Power(Gloss) and Roughness are different. If you need to, you convert from a classic specular power, to a roughness value with some simple math. :) // Roughness parameter to a Blinn-Phong specular powerfloat RoughnessToSpecPower(float m) { return 2.0f / (m * m) - 2.0f;}// Blinn-Phong…
You could always power up an off line renderer like Mental Ray, however I suspect that people won't recognize it as PBS/PBL experience when it comes to game art. :P
/agree - because also different things reflect different amounts of light in the real world too. Probably can just be a scalar input though rather than a texture read. imo it's actually more intuitive to use a "Glossiness" term, with white being more glossy and black being more rough. That's the way artists have been…
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…