Didn't realize that (or test non-metalness PBR enough to notice). Hopefully they address that issue or add a (legacy) tag, or even better, a real specular workflow for PBR.
Only with old-school non PBR shaders. Any pbr shader that uses specular maps or metalness maps has energy conservation in some way with the spec, and gloss as well.
I've read through http://www.marmoset.co/toolbag/learn/pbr-practice Maybe I'm just really stupid, but I still couldn't figure out the answers to the questions I have: How is it an improvement from the diffuse/spec/gloss workflow and In order to adopt to this new workflow, what exactly am I supposed to do differently? What…
Vader thanks for that breakdown, I'm hoping to work on a PBR piece myself and will add it here as well. I had a quick question, kinda off topic but didn't think it was worth starting another thread for - how do you guys feel about how PBR will apply to stylised work, e.g. Stuff like Dota or other titles with more of a…
Yes I did mean the specular map input, but people usual assume that it isn't PBR when it is. Reflectance is just the term I have heard from other engines.
Yeah. I understand. I just feel that there is a misconception that metalness is the only PBR workflow when it isn't. You can still use diffuse/ spec/ gloss workflow your textures just need to be authored differently and more consistently.
These are all just terms for basically the same thing, none of them are more or less physically based or anything like that. If its PBR or not depends on how the shaders are written, and if you're using calibrated art content and things like that, not what your inputs are named.