To add on to the explanation(confusion?) of metallic: This is the way I'm used to working with PBR: 0 in metallic texture = Use a uniform standardized value to define your reflectivity curve: 1 in metallic texture = Fetch the value to be used to define your reflectivity curve from the Albedo texture. I.e. If you do define…
Hey Tokyo_Funk, it is kinda like a Specular map, yes, even if it has not the same usage. The metallic map defines metal. White means: Metal, Black means: insulator (non-metal) The conversion from an insulator to a metallic look is done by the BRDF/Shader. In the Spec/Gloss workflow you need to define a metallic colour in…
Couldn't you just use one texture to define the whole 0.0-1.0 range instead? Or is it an accuracy issue? The Advanced Metalness maps RGB 0.0-1.0 into 0.00-0.08 reflectance?
Now I may easily be wrong on this, but I thought the whole point of the metallic workflow was to sacrifice some of that accuracy you're looking for in order to speed up production times and possibly cut down on the amount of textures required by just giving non-metallics a shared, pre-defined specular value. When you're…
There's definitely an appreciable difference in the two textures, although I'm on the fence about chalking it up to light location. The important point is, that no matter how rough you make a material in metal/roughness workflow, it will always reflect at least .5 (Or whatever GGX specular value defaults to) meaning that…