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".…
If you're using Vray then you don't have to concern yourself with the metal/rough workflow. If creating your textures in a metal/rough environment like substance then you can use the Vray export preset which will convert your maps for use in Vray: diffuse/reflection/glossiness/etc. the roughness channel in Vray is to map…
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…
Hey Musashidan - thanks for the great response. I actually think I understood a lot of it. ;) I have a little understanding or using IOR values for different types of materials and Grants use of Fresnel curves to get the right falloffs for the reflection. I have even used the GGX shader a little (thought I thought this was…
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…
They do have a lot to do with each other, but I think you misunderstand the differentiation I'm making. This has actually been discussed with visuals somewhere, but I can't remember where at the moment. Consider the fact that the metalness workflow in games functions by, in a single shader sample, lerping between a ~1.5…
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…
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…