Hey guys Im working on the PBR pipeline for our team and I got a really good approximation so far which im pretty happy with - However I was wondering about the use of fresnel in spec and diffuse Im looking at several render engines and games for reference and PDFs etc. I set up 2 fresnel effects now, one that lightens up…
If I understand this page correctly... http://www.marmoset.co/toolbag/learn/pbr-practice Then I think that you will want the fresnel to effect diffuse and roughness/spec since fresnel is light reflecting at steep angles from the camera. Just taking diffuse/albedo into account I think will always achieve a smooth/soft…
Yeah metalness is just a toggle for weather the albedo defines the diffuse or specular color. For different types of metals, you use different color/intensity in the albedo map, same as you would IoR. Its just a different way to pack the data, and isn't limiting in the way you think it is.
Rendertime on the lego model is kinda high as I was using the scene to test out a lot of indirect lighting across different MILA materials so after I got one example done I gave up :P. But here's a sphere in the same scene with the same material that is applied to the grey lego pieces. I tried to keep the examples within…
@strike You should read The physics and maths of shading, the chapter on fresnel is at the page 14. The specular color is the specular reflectance of the material, this is how you indicate the material behavior. An other helpfull link : Feeding a physically based shading model You'll find how to transform IoR into specular…