I just want to clarify something here because there could be confusion. In Unreal 4, your BaseColor/Diffuse/Albedo shouldn't always be black for metals. UE4 uses the BaseColor/Diffuse/Albedo as the spec color when something is metallic. So technically, the diffuse contribution gets set to black, but the color is…
I am not sure I would take this advise. Every single resource I see for a reflectance based PBR workflow says to make you metal black in the diffuse. This is with good reason metal doesn't have diffuse reflection it is only specular. Now there are things that sit on top of metal that certainly won't be black. Things like…
Wow, been ages since I posted on here, but still. The diffuse albedo for metal when using a PBR workflow is black. Always black, but the crap that builds up on it may not be. That said, certain types of tarnish (metal dependent) are still basically just metal that's been tinted - The tarnish or patina is generally too thin…
Hi EQ! :) Yeah, about 5 years. I get busy and then years have passed, sad really. I blame old age. Anyway, I should add a caveat about the diffuse for metals always being black - that's not the case if they're mixed with something that isn't black, obviously. Alloys like that aren't terribly common, but metallic paint and…
Im not 100% sure, but thats what I see from observation on rl objects. The worn edges usually are a lot lighter Maybe its just the specular contribution that increases and not the diffuse, but the high roughness makes it appear a lot lighter aswell, as the highlight is very broad. Last time I tested some materials, higher…
Working more at it. http://imgur.com/a/u0R4a At this point I've added some slight dirt(?), and a bit of patina-like stuff. Nearly all of the detail is in the specular and gloss, tiny bit of brown for the dirt in the diffuse.
I'm not using the metalness workflow (I'm using Lux, an open source PBR shader framework for Unity) So, anywhere that's less shiny should be lighter in the diffuse map then, and darker in the roughness map?
Yeah, the rust was auto-generated by dDo. Should just rip it right out and do it myself. Should the metal really have any color in the diffuse, though? I thought that kind of went against PBR.
Yes, in the metalness workflow you don't really have a separate spec color texture. In my case, I do have separate diffuse/spec color textures (not using metalness workflow), therefore my metal albedo IS black.
Black as metal base is the purest of the pure that should not occur often in real life. Even if the metal has theoretical a nearly black diffuse, there are so many layers of chemical processes on it in real life that I dont think that its ever truly right (if you are not going for a stilized look)