Something I've been meaning to ask about is, on that page it shows two curves, one for rubber and one for chrome. How does marmoset toolbag control the differences between materials fresnel curves? When rendering with the mia material in mental ray I usually turn on the Fresnel checkbox and then adjust the index of…
There is no magic behind the metallic parameter, as I said, it will just define if you use your colored map as Albedo (dielectric) or Specular (metal). And it's not a lucky guess, I have the UE4 source code. I don't understand why do you want to link that with IoR. The IoR is in the specular color. And the visibility of…
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…
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…
It's all a bit complicated, and I can't quite decipher some of the questions being asked, but maybe clearly defining terminology in practical terms will help: "Base Reflectivity" is how reflective your surface is, neglecting any fresnel effects. Basically, pretend the fresnel effect doesn't exist, and this is how…
Thanks guys for your contribution to this discussion I did a image that hopefully better represents my concern as we are talking a little along each other I think Thing is that we push this new tech, and EVERYONE is learning it as the new standard, we cannot be this vague with terms. If Im going crazy while digging real…
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…
You don't want to have a Fresnel slider, it's part of the model, and described by the Fresnel term you use in your Cook Torrance BRDF (Schlick approximation is the most common). Sebastien Lagarde proposed a modified schlick function taking roughness into account, in order to have a fresnel attenuation for ambient specular…
Toolbag 2's Fresnel gets more reflective a grazing angles, as in real life. In Toolbag 1 we had the weird "center gets darker" method but that doesn't really make much sense. More here: http://www.marmoset.co/toolbag/learn/pbr-theory The gloss/rougness map also affects Fresnel, which is covered a bit in the link above.
Edit Wait, I see you coupled specular intensity with the fresnel effect, and so theres 2 effects, that explains a lot I was really confused since I used the specular intensity on full and thought it would brighten in a linear fashion. So both sliders are actually fresnel Why do we have terms like specular intensity or…