Dropping in again. Answering to the first bit one can refer to my previous post here about Disney's workflow. They use blended materials which is energy conserving, as opposed to the realtime method of removing diffuse energy and then adding specular energy in one sample. Games use one simpler, combined BRDF. Because of…
I had to head out of town to handle a small emergency today, but I wanted to share another part of the metalness workflow that not many people know: Where did the original rule of 0 or 1 only come from? When Disney introduced the metalness workflow 4 years ago, they urged artists working with their system to use binary…
Well in that case it's a different brdf shading model. Aside from the new ART renderer shipping with max 2017 the other offline Renderers don't use the metal/rough workflow. Vray, for example, uses its own implementation of microfacet ggx and not the Disney brdf. The shader is driven by reflection/glossiness and you don't…
Its not my theory, I'am not the guy at Disney who develop the metallic workflow. You see, I'am not trying to prove a point. Its just how the Shader works. Its theoretical math. So yeah, pure materials have 0.0 dieletrics an 1.0 for non dieletrics. And is just how it works. IF someone wants to learn metallic workflow. He…
Good post. One small note that may be helpful: The problem with metalness being unpredictable in grey values is purely a matter of shader implementation, not any theoretical failing. In an offline renderer you would be using metalness as a mask to blend between two materials. One locked at your default spec value and one…
Firstly I don't feel this is off topic at all because it is directly about non-black non-white metallic values, but you seem to still be confused. I really don't want to drag this out, because it goes over artists' heads and is not very helpful information when they can't do anything other than "Well switch to Specular".…
Wow, this is very unprofessional and condescending. If you can not even bother to read the original paper that describes the impementation of a metalness workflow in an offline renderer, then why do you insist on disregarding my post out of hand? You completely ignore my reduction to microfacets which is the theory on…
I have no idea why people get so worked up over something like this. Polycount is an art forum, not a UN delegation. :p PBR isn't a real thing. It's just a general term/buzz word used for a group of loosely defined standards that have been around in one form or another for 30+ years. As Per said there isn't a global 'one…
Yes. See my post further up. Not only does it allow a more nuanced control of values, but it bypasses the issue of Albedo-Specular coupling. Although one note is that gloss just an inverted roughness, and a roughness/specular workflow would produce identical results if you're authoring correctly. There are even benefits…
It would be great to put a source to this because right now you are just saying these as facts with no reference to back it up and what you are saying is contradictory to almost all material I’ve ever discussed. I think there is a misunderstanding of what “energy conservation” is. I totally don’t understand where you are…