So, the thing is, how do you think this kind of materials, specifically for 3d animated films/shorts are produced? I just finished watching Grant Warwick’s Mastering Vray (amazing lessons by the way) and that makes me think of the workflow where you do a different material say for the base and other for the scratches and…
I don't know why I didn't think about it before, but now I realise it was obvious that they would have their custom GXX model. The metalness map you describe is the same metalness map used in Marmoset Toolbag? At least I've got some experience with that one. I should try Substance, one of the things keeping me away from it…
This is what the Disney brdf ggx model does. It was developed on the film Wreck-it Ralph to simplify the amount and type of maps needed to create realistic materials. It has since been adopted by modern game pipelines and is pretty much the new standard in realtime texturing/shading. The metalness map defines whether the…