Yeah that would work, planar map the whole lot and then apply a gradient to the roughness and a gradient to the metalness, one up-down, one left-right. Issues you will have with that: 1. Idealy you want the corner pixels to map to the corner spheres, but what you'll get is values from 0-1%, 1-2% 2-3% mapped to each sphere…
Also is it worth noting in the sciency/technical part of the wiki about how we derive IOR/perp reflectivity values? I was certain it was (1-ior)sq/(1+ior).sq = perp reflectivity factor I'll let someone re-arrange that to get IOR from perp refl factor :D
@3py0n I just wanted to let you know that I really appreciate what you are doing. Mad props to you and everyone else that has been contributing to this. +1 power levels to everyone.
Ok, less words, more pictures. This is what I mean about the reflectance difference between a single layer mat and a double layer mat: 1. base rough undercoat 2. clear coat 3. result of 1+2 4. single layer material with diffuse content of 1 and gloss of 2 #3 looks a bit better to me, and is certainly more realistic in…
Clarification because lee called me out on it: Oxidization IS a binary process - at a molecular level. At the scale we're talking about here - the amount of particles which are oxidised is what we're referring to, which is what our 0-1 scale represents :) eg, how MUCH of that metal surface has become oxidized.
hey guys, Sorry for the lack of updates. I've been busy with my project and I'm employing what I've learnt from compiling this doc. However I had a few questions that I don't recall me finding an answer to. Here's the scenario, I'm using UE4 in order to practice this engine and have experience with it. There are all the…
Not quite, metalness can be set per-pixel, not only per shader. So if you have metalic and non-metalic elements in the same texture, you would use 0 and 1 values in the metalness map. If you have partial metals, you can use a grey value in the metalness map there, but partial metals are not particularly common.
Yes this is a basic DDS compression issue, 24 bit images compress to 1/4th the original size, while 32 bit compresses to 1/2 the size of a 24 bit uncompressed texture (so the same vram as using 2 24bit DXT compressed textures). There is a lot of info on that in this thread and the tutorial linked in my sig, I won't explain…