Livestream for our PBR podcast will start in just under 2.5 hours: [ame="http://www.youtube.com/watch?v=mO1smN6A93k"]The Gamedev Cast PBR Special - LIVE - YouTube[/ame]
I just listened to the full thing, great podcast. I'm still curious though (this might have been covered but lost on me in the language barrier, if so I apologize), but to my understanding PBR doesn't necessarily consist of a specific set of textures, right? Or do you always need, say, a metalness map for your content in…
The chart is from a tutorial I wrote: http://www.marmoset.co/toolbag/learn/pbr-practice It covers PBR in general, and goes over both the metalness and specular map workflows. For the chart, the scan data is setup for a specular map workflow. However, you can use some basic logic to make it work with a metalness workflow as…
I can't really talk about A:I too specifically, but as Lee mentioned the math isn't *that* much more expensive with PBR shaders. I'd say you probably don't need to worry about it unless you're targetting some kind of mobile platform OR your game is already heavily bound in pixel shading. Again, I can't speak specifics but…
It depends what you're using the values for. If it's reflectivity values for PBR specular then it's probably best to use the correct linear values as your reference as using correct measured data is one of the cornerstones of any physically based system.
I got a really dumb/beginner question. At the point when you have all your maps ready to go and you are going to be rendering in Toolbag 2, do you have to do anything in particular besides plug the maps on the correct slots in marmo? i.e: in substance painter, you have the options of selecting from a drop down the PBR…
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…
Can't wait for this podcast!! :D From a tech art side: From someone who getting into shaders (and implementing them myself at work) how easy is it to implement compared to "normal" shaders? (in Unity anyway) I understand there are paid and free PBR shaders out there (We are using Unity but we are stuck on Unity 4.2 for…
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?…
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…