Where we are talking about "IBL" here, we should be calling it "Ambient". There is Ambient Specular and Ambient Diffuse. Both should be part of the custom lighting, not the emmisive slot. This is an approximation we're doing here, so sometimes we have light sources that don't exactly match our cubemap. Another term for…
Yet another question... sorry but i really want to fully understand this, since it will be the next generation shader. So, according to metalness map, that can only be 0 or 1 (black or white), a mterial can only be metallic (black diffuse and cubemap) or dielectric (colored diffuse and no cubemap). But i didn't understand…
Moose: Just a thought, but if the diffuse is totally black on a full spec material, then why use an extra color map to shift the reflected hues? Just use the underlying diffuse. Aside from having non-photo real effects, things aren't really going to reflect the environment in a different color than they appear to be. (thin…
Just a few more tidbits I noticed. First off, you're not using any specular maps. It's an interesting choice to pull from the diffuse. Out of curiosity, is there any reason behind that, other than to try and save on some memory? Typically PBR relies on a black (or almost black) diffuse for metal, with the specular defining…
so are you suggesting that i put that into the diffuse instead? that would make no sense, as metals have black albedo, and all of their colour information comes from reflectance.
You can use lightmass, but to get bounce lighting you'll need to change the lighting model to phong and plug in the diffuse, after building you can just change the lighting model back to custom.
Alright, I guess words aren't cutting it! To images! First, a clear guide to picking your roughness color and how it affects the texture. Now below, I am previewing the shader as it is regularly set up. No adjustments made. The preview on the left is coming from the custom node that sets up the specular D. We can see that…
Fair point on the diffuse. That makes sense for a material that is completely metal, but if you have a texture with multiple material definitions, you'll need to have the differentiation, or some form of mask that you would then lerp in a color value from a constant 3. It is an interesting option, but I think you can forgo…
hey guys, over the last few days i've been working on this: I'd love for people to play around with it and let me know what they think. http://crazyferretstudios.com/public/PhysicallyBasedLighting.upk The reason i made this was to get used to a newer way of working, with the industry moving toward a PBR setup, and very few…