I wish I was Gir. This is the point however where I ask you to adopt a friendlier tone please. You are entitled to your opinion as much as I am but pontificating without bringing forth evidence does nothing but paint an unpleasant picture of you, which, in this industry, is a luxury no one can afford. Hematite: Galena:…
@Bible hashtag offtopic I dont understand why everyone is talking about learning PBR but nobody is talking about learning materials even tho its the far greater effort. What is fundamentally missing and what was never fully required before is real world material knowledge. At the end it comes down to this. Knowing how PBR…
Haha, ok. So a metalness map is always a blend between a hard-coded IOR of 0.04 equivalent perp reflectivity (for non-metals) and then using the diffuse/albedo for the IOR of the metal. We can then use a 0/1 toggle or a greyscale map to interpolate between the metalness. I suppose that is elegant because then you're not…
thanks for posting Mr Whippy :) Yea that would be neat!! But I currently don't have enough of an understanding of the math behind the conversions to do so. But if someone else does it'd be a great addition to the wiki! For the gamma/linear, I haven't come across a detailed explanation yet and currently my doc only covers…
I don't know why everyone thinks you need a super strict database of values. You do need some good core values to start, but you don't need exact values for everything. As long as you are staying close to the core values you are fine. You need to work visually still. Authoring textures has not turned into a paint by…
Xoliul, EarthQuake, stevston89, thanks for chiming in guys. I just wanted to clarify that I never once was calling on to "Baking Large Scale AO into Specular". Both the PBR shading for artists video to the video the went along with Cerberus call on having no lighting information in your textures as an ideal scenario. There…
@EQ - Ahhh yea that's true. The project that comes to mind is Tor Frick's sci-fi hallway-of-sorts. Insane. Oh yea for all, please refer to the original post for updates on the doc. I've been updating everyday but only recently made it known via a post that an update has occurred, just incase anyone thought that it wasn't…
@all - yea my want...I guess should've been better worded. I was saying that it'd be great to have core values or base values and adjust accordingly. But I guess after texturing for so long some people just know what kind of value range they'd need. Regardless I'll be updating the doc more today. :) Only worked on it a bit…
Yeah, unless studios are going to profit off the content/library itself, there is very little motivation to make it public. Theres also various issues with calibration and workflow/engine specific stuff as well (you might need different values than X studio uses). A library built by various individuals is unfortunately…
Yes limiting artists from doing wrong things is always good. That is why I like the idea of colour pickers that give you values in absolute terms, and 8bit gamma/linear values. In the end though I'd expect any artist to know good/bad values for different things, or if they don't then check. Workflow management I suppose…