3 ms·
From heavily edited photos where the original surface has to be decomposed into rough estimates of base color, metallicity, roughness, anisotropy, subsurface sc
by compgen 9y ago
From heavily edited photos where the original surface has to be decomposed into rough estimates of base color, metallicity, roughness, anisotropy, subsurface scattering, transparency, normal maps, etc etc.
- fish_fan 9y agoMetallicity?
- Kubuxu 9y agoLight reflects/diffuses of metals if different way then from non-metallic objects (insulators). This gives metals characteristic shine you can't replicate without metalic particles in real world (metalic paints). PBR Shaders take this into account and this creates so called "metalness workflow" instead of "specular workflow". With specular workflow you would specify color of diffused light and color of reflected light (specular map, usually white for insulators and in color of the metal for metals). In metalness workflow you specify albedo map and metalness map. The metalness map is usually 1 or 0 as materials in real world are either metals or not. See https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/ https://www.marmoset.co/posts/physically-based-rendering-and...
- fish_fan 9y agoInteresting—I've read the original PBR book but didn't realize that such robust support and culture had grown up around it.