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…
Sorry Perna, not a very good writer :( With radiance's latest post I think I have a concise breakdown now. @radiancef0rge That's what I'm saying. In the original implementation the metalness workflow is a 2 or more BRDF layered material setup. It lerps between a metal BRDF and a dielectric BRDF artists define, after both…
A good example of this being the bronze materials: at one point in the graph the base colour is split off twice and lerped several times through both V3 and an AO/Shade map back into itself before the final lerp is plugged into both the base colour and specular outputs.
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…
Hello guys. Great discussion. A lot of this goes well over my head, but I am trying to learn. I come from a gaming background, but now work in Architectural visualization using VRay, so this stuff takes a slightly different approach. I still try and use a metal/roughness workflow, but the ultimate goal is to have as…
It helps to think about this kind of stuff in layers. Pure conductors and dielectrics will always be 1 or 0 and the confusion arises when you have oxidisation or other similar process on top of the metal, in which case you would use the value for the rust/dust or grime rather than the underlying metal itself. Cast iron…
@somedoggy , sorry if I sounded blasé or nonchalant about how things are 'hacked'. In fact, quite the opposite. My reference to UE4's progression was a nod to the incredible work done daily by the tech artists who push the tools and methods to an astounding level. I think the PBR real-time implementation is perhaps the…
I think at the end of the day, if the values are slightly wrong isn't a big deal. To me, the much bigger issue is when you have a team of artists, and each of them is creating their own standard for how the metalness content is created and then you end up with large stylistic differences from asset to asset which is…
It's definitely true that it's up to the user how far down the rabbit hole they want to travel. Nobody really needs to know exactly how their BRDF works unless it's their job to. That said, eventually rendering will be in a state where all that guess work or loose guidelines give way to a perfect set of rules. And I'm not…
Although this is a great thread, an interesting read, and raises some good questions, I think breaking it down to sub-atomic particles in an outer-space lab might be a step in the wrong direction in what is essentially art. I mean every single aspect of what makes this real-time art is 'hacked', simulated reality: the…