Yeah, Andrew is on point here. If you turn off energy conservation, TB2's renderer will act a lot like TB1's. Theres a few more technical things like Fresnel behavior, but you can control Fresnel in a non-pbr way with the blinn-phong shader as well. Overall it won't be drastically different, what most people probably don't…
@MM thanks for sharing the script man can't wait to try it out Still getting use to PBR so I decided to make an asset that 95% texture work and I figured what better way to learn how to use pbr than texturing a pbr can. Its still got a long way to go and when I'm done with the clean version I'm thinking of doing a rusted…
Cool, ty. My main concern was that I could be creating lighting issues even tho things look "fine" in the viewport. Also just wanted to get confirmation on something you mentioned. The differences that you mention between PBR and non PBR are non existent when you toggle off specular energy conservation?
Metalness maps have little/nothing to do with PBR really, its just a different way to pack the content. If you don't want to work with the metalness workflow, just use a standard color specular map. Metalness maps are not "more pbr" than full color specular, they're just more efficient as you can pack them into an 8bit…