PBR Workflow

Started by cyphyr, June 28, 2019, 06:15:53 AM

Previous topic - Next topic

Matt

Quote from: WASasquatch on June 28, 2019, 03:55:47 PM
The Metallic directions don't seem right.

You're right. I forgot to add something to handle the Fresnel effect on metals. This is needed to make glancing angles highly reflective for dark or strongly coloured metals. I've edited my instructions to include this now.

I tried the textures you linked to ( https://cc0textures.com/view.php?tex=Metal05 ). They work better if you enable "data is linear" on the Image Map Shader that loads the roughness map.
Just because milk is white doesn't mean that clouds are made of milk.

WAS

Cool thank you, also, I'm curious, with metallic surfaces with coloured metallic based on albedo, would it be safe to use albedo as diffuse and it's metallic coloured as reflectivity?

Also about displacement, it may be well worth while to disable base input if a function is fed, or maybe make them work together and just apply both displacements instead of the weird effect I was getting.

Matt

Quote from: WASasquatch on June 30, 2019, 12:21:57 PM
Cool thank you, also, I'm curious, with metallic surfaces with coloured metallic based on albedo, would it be safe to use albedo as diffuse and it's metallic coloured as reflectivity?

Not really. That would give a different result than what the asset creator intended.
Just because milk is white doesn't mean that clouds are made of milk.

Matt

Just because milk is white doesn't mean that clouds are made of milk.

WAS

#19
Quote from: Matt on June 30, 2019, 09:27:18 PM
Here is my setup using the Metal05 textures from cc0textures.com:

https://planetside.co.uk/forums/index.php/topic,26668.msg265894.html#msg265894

I've noticed a subtle, but interesting inversion of lighting on the sphere with direct light sources facing same directions as the camera. It's visible in your second image too. The colour (albedo) of the pocks (especially) simply picks a boundary to invert colours in darkness, taking on a blur black tone from red brown. The fresnel also takes on a suddenly darker tone too.

Matt

I think I set the displacement too high. It has this problem because it's not true displacement, just bump mapping, although the displacement changes where the terminator occurs.
Just because milk is white doesn't mean that clouds are made of milk.

WAS

Quote from: Matt on July 01, 2019, 05:22:25 PM
I think I set the displacement too high. It has this problem because it's not true displacement, just bump mapping, although the displacement changes where the terminator occurs.

Good catch, that makes sense. I didn't think of that and was thinking reflection due to colour inversion effect.

Matt

Reducing the displacement amplitude to 0.003 gives this:
Just because milk is white doesn't mean that clouds are made of milk.

WAS

Quote from: Matt on July 01, 2019, 07:05:01 PM
Reducing the displacement amplitude to 0.003 gives this:

Yeah that's what I ended up at too, looks much better, smoother transition. Thanks again for the example.

WAS

#24
I notice that the diffuse is slightly showing without reflection around the boundary of the reflection surface, this seems remedied by adding a Colour Adjust after your metallic mixer and bringing the white point down a bit. In the case of Metal23 (https://cc0textures.com/view.php?tex=Metal23) I had to go down to 0.6. This effect seems present in the example on cc0 texture too but is a little more noticeable in TG when there's a lot inbetween light/dark surfaces and can noticeably tell it's not shiny metal, but metal colour.

masonspappy


Agura Nata

#26
Great thank you!

As a texture, I always take a main picture that I mix something with a diffused image to create some dirt.
Since I do not have all the different types of images available, I still connect them with reflection, roughness and displacement. if you tinker with the settings you can also achieve nice results. So quite banal.

I will try the tips on free PBR times.

"Live and Learn!"

Agura Nata

#27
Korgon 1-8
PBR Material testing
The sphere is a TG object edited with "displacement shader".
PBR material for Sphere and Fake stones shaders.

The rocks were created by 2 different fake stone shaders and have each been assigned a PBR material, the settings for this quality were not easy to implement with the PBR, so the pictures are correctly assigned to the inputs.
I mixed the hight map with the normal map in the rough rock and regulated by the AO picture, because you get a headache.
In addition, I put with the stones, AO in the reflection entrance, looked better.

Swamp water from Dune Planetside Forum.
Render in Terragen 4.4
PBR Material from:
https://cc0textures.com/view.php?tex=Metal05
https://freepbr.com/materials/grimy-metal/
"Live and Learn!"