Thanks for the expansions :) One thing that I think is close to solving specular edge problems like you mention is having a geometric + normal map -> effective roughness conversion like Valve's Advanced VR presentation (I linked that earler up the page) and UE4's "Composite Texture" for that matter. There is no equation…
@leleuxart I've just released it! Wanted to bump this thread too since yall inspired me to release the node, and I gave the thread a good mention at the end of the video :) https://www.youtube.com/watch?v=kUCDIAupRmQ You can grab the link from the video description or from my own thread. Thanks all!
Ah okay, so it's primarily from the scattering. I wasn't thinking of that. For fabrics, car paint, etc. I always expect a special shader with the appropriate effects(with their own rules for the textures), but didn't consider SSS for some plastics. SOMEDOGGY, that Substance node is going to be a lifesaver. I look forward…
Thanks :) I've been writing PBR shaders for a couple years now, found I enjoy it just as much as the art itself. What in particular are you looking for? If it's the above, I'll be putting the Substance node up this week once I do some cleanup (but it's not tied to any physical scale so it still requires good art…
Metalness is just a constraint on specular values because artists got easily confused in the beginning. It's honestly totally unnecessary now, IMO. Internally (in a shader) it's another way of doing specular. There is no such thing as a colored metalness map. That's the whole point. It replaces specular with whatever is in…
Well this is an old technique that you'd probably want to take a second look at and update. The biggest problem is that it only works from 3 directions, so to make this really useful it'd be smart to find a method of getting more arbitrary directions. Then you'd want to take it into a PBR implementation, which has a lot…
Another question regarding the metallic - roughness workflow: In this chart http://blogs.unity3d.com/wp-content/uploads/2014/11/UnityMetallicChart.png it says under Metallic R "this value will always be greyscale" but contrary to this statement the guys from Allegorithmic say that the metallic map should be only black and…
The data in that chart is from Quixel's older gen scanner, which wasn't perfect, but is still perfectly valid for basic comparison purposes, which was the intent of that chart. Take note of the next accompanying that chart from the tutorial it came from: http://www.marmoset.co/toolbag/learn/pbr-practice "Material values…
An important note about this is that it is pointing out a caveat of the workflow more than anything else: that metalness couples albedo and specular in a way that limits potential materials that could be totally correct. Specular workflows have the advantage in this regard because they can utilize colored specular while…