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…
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…
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…
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…
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".…
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…
So true! I had tested out the albedo differences with a gold material and totally forgot to post it! As long as the materials are tested in multiple light environments and different ambient/direct lighting I agree with all your points, great note about physics engines as well!
You're making irrelevant and inaccurate statements on a thread that is supposed to alleviate misunderstandings and you just keep at it. You're not going to confuse me with technical terms, but it seems you are confusing yourself as you keep backtracking on what you are saying. Variable inputs to the BRDF cannot "lose…
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…