Creating content based on... The name of the input? So now that we've arbitrarily changed the name of a gloss map to a roughness map (even though they do the same thing) we should flip the content as well? I think people get far too caught up in what the input names are, what you name your inputs, weather its…
Earthquake: Can I ask a question? If you guys are making a Gold material (something like a piece of conductive material that it's reflection hue/spec color is gold as well reflected back to the viewer), in a PBR setup, what would be the best way to go about it, what would be the most physically golden solution (pun…
All that really changes is the spec and gloss maps. you can think of the usual spec maps as specular masks, they directly mask the specular contribution on the object. the "new" specmaps describe the amount of light (as a %) that gets reflected, which is calculated as the ratio between the indices of refraction of the…
forgive what may be a stupid question - In a PBL engine, would you still be able to have materials in a scene using a standard diff/spec setup? I woud imagine that in some cases the trade off between time spent making th different textured vs difference in quality might not be worth it. (small props or some materials)…
as a vray veteran and not a game artist heres the 'gist' of pbr and the new system and some possibilities that come from it. ALbedo: its a diffuse map, it has no material information, no shadows, no highlights, just flat color. in sebastian legarde's paper he mentions his system has a exact color match from the viewport to…
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?
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.
Speaking of spec debug mode I think they based it on that chart where they taken that non metals go into 0.02 - 0.08 range and metals go to 0.5 - 1.0 range. So probably all others values not included in there get painted as out of range. edit: beaten
It's probably a good idea to keep the spec intensity. In some cases you may want to "help" a bit the PBR with some non-accurate specularity multiplier. Also, you shoud invert your roughness, most engines use white as rough and black as shiny. I'll test that guy as soon as I find some time to.