So I've seen a lot of posts regarding physically based rendering around lately, and one of the things I commonly see discussed is "metalness" and how to use it appropriately. Firstly I'd like to preface this post with my own personal opinion. I do not like the metallic workflow, I believe that there are too many semantics…
This post based upon OP's numbers here http://polycount.com/discussion/171689/pbr-the-problem-with-greyscale-metalness#latest: I have several questions regarding this metalness usage plus a real-world example to ask questions about: (BTW this is not for game engines and targeted for 3DS Max renderers and such) 1. We are…