As I've not written these exact inner algorithms in this shader I can't say for sure. But I'm not sure if the luminance of the substance texture actually alters the amount of specularity other than the color. The fresnel is derived from the luminance of the substance. Ie. brighter substance reflect in more angles, darker…
Ok cool that's what I thought, and the substance map is similar to a specular map right? Where value controls specular reflection intensity and color controls, well color obviously? Is Fresnel tied to substance value, or can you control it independently through the alpha? Or a fixed shader value?
EarthQuake> Nope, pretty much a gloss map afaik. The substance map controls the specular color and fresnel term. This should be sampled from IOR based values if you're aiming at realism.
Hey guys, I wanted to share a new shader with you guys. First off, a big thank you to my colleague Niklas Hansson whom I created this shader with. He's the guy with the theoretical know-how of the inner workings of this shading method, he helped out with guiding me through the shader creation in Mental Mill as well as some…
Here's some screens with where I'm at for the moment. Both the main features are in for this push (v0.3). I've done some testing and I've fixed an issue with Cyan Suppression for the Blended Normals feature that had me reorganize the structure of the shader components. But it works fine now. Think this should be stable to…