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…
Hable and I are in agreement I suspect. Basically I was saying that on rough materials, there is no angle you can view a surface where all microfacets are aligned (since its rough), so you can never really see that "100% at the edges" effect. This just is more a question of view-dependence. It does not mean that rough…
A slider would be bad because there's usually not much precision and also it's easier imo if IOR isn't in a 0-1 range. Unreal is kind of a pain in that I have to convert real world IoR values to use them in unreal. It's a lot easier to put a number in the input box that matches actual IoR values. Also, metalness is…
? The thing is that the specular intensity or the metalness (not 100% sure dont have ue4) is exactly changing the fresnel refraction index. In marmoset, if intensity is on full, you have a fully reflective surface, and turning it down is effectively using a lower refraction index, or well has the exact visual…
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…
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.
@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…
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…
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…