... Those are not the results I would expect in-engine. Where are you putting your spec maps...? Just in a spec slot? Which engine? Show the shader setup if applicable. EDIT: Yep, something is wrong here. This is the result (expected) I'm getting in Toolbag2: ...A weird peach color plastered on top of metal. Which, I might…
Consider a simple example below. We have a metal sheet and on top of it we have blood splatter. Some part of the dried blood splatter is present in grainy form. Also the the blood splatter layer inside photoshop is set at 20% opacity. Photoshop file-https://www.dropbox.com/s/e2uikt5id77lond/PBR.psd?dl=0 Blood splatter…
I am glad almighty you replied.I wanted your opinion and the other professional out there The reason why PBR fall apart is because its accurately rendering the scene is not served. Case 1):Grainy texture issue Lets assume the spec value of blood is 43,43,43.Now in the scene there are only 2 elements blood and the metal.So…
I have no idea what dried blood spec value.I said lets assume it or take whatever you want. If we are talking about dried blood it will definitely have a single spec value .Every object has. Like water spec is 43,43,43(taken from PBR encyclopaedia)in its pure form with no contamination.So it does not matter whether its a…
Right, so, on the spec one the albedo should actually be red. Straight up the color you want it to be, none of this 20% opacity stuff... Unless you also lower the opacity of the grey dot in the spec map so that it's tinted yellow (which is what the "wrong" metalness map is essentially doing). The reason being is 20%…
First thing i am trying to understand the limitations that i have with current system.So that i can work accordingly.I don't have any other person to ask these questions,i am studying and working alone.I am not giving suggestion to improve current generation hardware.Instead i am simply trying to understand what exist in…
To clarify, I'm on a different tangent. I just wanted to see your maps and shader set up for "spec workflow right spec" example, because the result you're getting is inconsistent with what I get when I plug your maps in.
This is a huge misconception and entirely incorrect. Anything you can do with the metalness workflow, you can do with the specular workflow, litterally anything. In fact, you can do many things with the specular workflow that you can't do with the metalness workflow (and many of them don't make much sense to do, but thats…
You might be thinking in terms of how TB2 and PBR works.The problem is not with them.The problem is how to convey right things to TB2 so that it looks right. TB2 and PBR are working great. For the time being lets just forget about the noisy or graininess issue. Use the colour as a 1 solid chunk.Like making a selection in…