Started by cyphyr, June 28, 2019, 06:15:53 AM
QuoteObviously, once this is set up the sliders can be tweaked for fine control.
Quote from: cyphyr on June 28, 2019, 06:15:53 AMI assume that the sliders in the default shader should be set to 1 where a texture is loaded since the value of the texture is held within itself rather than in the shader node.A fully black texture with the defuse slider set to 1 will give a fully black output.A 50% grey texture with the defuse slider set to 1 will give a 50% output.By setting the slider to 1 this allows the PBR texture to fully control its own values (as PBR textures are designed to do).Is the above correct?Obviously once this is set up the sliders can be tweaked for fine control.
QuoteSecondly in the specular tab should I be using Glossy or Metal textures?
Quote from: digitalguru on June 28, 2019, 11:01:59 AMInteresting question, I'm curious how those would to preserve energy conservation since AFAIK the TG shaders are not energy conserving.Seem to remember a post where Matt showed how to balance translucency with diffuse to keep energy to equal 1 (with a kind of percentage formula) I guess the same would hold true with specular conservation too.
QuoteIf you don't use translucency then the Default Shader is energy conserving as long as you stay within the slider ranges for all parameters.
Quote from: Matt on June 28, 2019, 02:23:45 PMTo create a metal surface:1. Set diffuse colour to black. This is important.2. Make your surface highly reflective by setting "reflectivity" to 1 (no texture map) and "index of refraction" to 8.3. Assign your albedo map to "reflectivity image".4. This is the same as for non-metals: Set "roughness" to 1.0. Assign your roughness map to "roughness image". If you have a glossiness map instead of roughness, use that but enable "invert specular roughness image".If you have a metalness map that has different values within it, then really you need to mix two materials and use the metalness map as the mix controller. For most natural objects the metalness should be black (0) so you don't have to do this.
Quote from: Matt on June 28, 2019, 07:38:02 PMWAS, you'll get better results with the path tracer. But the appearance depends a lot on the environment. The screenshot on the website appears to be an interior shot.
Quote from: DannyG on June 29, 2019, 03:56:28 PMI was messing with these a lot some time ago, I do know with ground textures like this 8K is the only way to go anything else will look cheesy. Not sure what size you guys are using. This is my test with 8K
Quote from: DannyG on June 29, 2019, 04:50:04 PMScale on your file is 5m. I would definatly make that 1m X 1M also Add the AO map, pass the basecolor & AO through a multiply color