Could this (or rather should this) be used to create Roughness and Metallic outputs from scratch for PBR? So is it possible to start with diffuse+normal+AO and end with a complete PBR setup?
Eat3D has a new free video on creating PBR tiles using ZBrush, SD and Knald: http://eat3d.com/free/pbr-tiling-texture-creation-zbrush-substance-designer-and-knald
There is no native shader that support that in a PBR context, but if you look some posts above, some Polycount users created an alternate PBR shader that support them. What you are looking for is the transform node. :)
Hi, i'm currently trying to do some PBR with the albedo, spec, gloss, normal shader in 4.1.1 but my lower-end system (Crappy 8400gs card :(). I can only use the SSE2 engine and it's REALLY slow and crashes alot especially if i set it to 2048 res textures. Why cant i even use like DX9 or something? I'm using a PBR shader in…
If you're doing PBR ready substances, could i request that you make two variants of each? I've made (it's on the first post of this thread) a full specular shader. would be useful i think to have metalness and specular based substances for PBR workflows. I'll help as much as i can, also =]