thanks for reply. :) Example 1(metal): If you want a cube mid-iron and aluminum -metalness map: all white -albedo map: how can I split the metals? -glossmap: as you please example2 (non-metal): a cube half wood and plastic -metalness map: all black -albedo map: wood with the texture (without AO) and the plastic? this link…
Hey, So, like most game artists out there at the minute I've been looking into the whole PBR thing and Unreal4. There seem to be 2 different methods I've seen so far and I'm wondering which is the best to use and when. Firstly, I've seen objects with texture sheets laid out pretty much as they have been for donkeys years.…
For example I want to put scratches on a metal surface and use roughness map for it( where black is rough and white is shiny), do I make scratches rough or shiny compared to a base value? What is the best lighting setting to preview textures in Marmoset? I find it hard to judge my PBR materials when they look different…
In the absence of self-shadowed characters in a PBR system, what's a good option for faking it? For example, a hooded character, or oversized sunglasses. (or is this a non-issue?)
I'm confused. -If take reflectance value and throw it in the albedo, then how can I change the color? (photoshop) -How can I set the reflectance value above a texture albedo? (example: wood or metal texture). :)
So, if Metalness map draws spec values from Albedo, how do I properly mix color and value in albedo for it? For example, if materials value is 140, and I want a color that is brighter than this value, what do I do to not screw up this material value?
So if, for example, I set my Metalness to black in UE4, you say that the reflectivity is set to about 0.04 since the reflectivity of non-metals is in a very narrow range. So in that case, why are we seeing Metalness, Albedo, and Reflectivity values in PBR charts like this one? Same goes for a Metal surface. If Metalness is…
Great podcast, lots of good information and experience being shared. There was mention of the shader math behind PBR running a bit more expensive than legacy methods; any idea how much of a hit that was? Alien: Isolation for example is slated for release on PS3, did that require any serious additional wrangling for perf?…