Quote from: Upon Infinity on January 30, 2020, 01:32:40 AMNot entirely sure we have the same opinion on what constitutes PBR...
Suffice to say, most of the stuff I was looking at would fit into your "special" instances.
Well, what constitutes a PBR material for you? PBR materials are only handled by renderers that are following PBR standards. Besides that bit they're just materials, they're the same setups as any other material, the maps just handled differently when baked/generated, but only a renderer handling PBR will interpret them correctly.
The only real special tricks is setting up your metallic mask for two different types of surfaces. The rest is the same as any other material... than you can save this setup as TGC and save yourself the effort, making it a matter of replacing images, again, like any other material. And with PBR materials you're usually setting roughness to 1, and leaving it be for correct evaluation by the path tracer, cutting out material adjustments like in standard, making it a little easier there.
I'm still stumped on what you think is so hard from how materials work in TG inherently. Even old non-pbr materials still might need metallic masks for different aspects of the texture and reflections incorporated. What about glass? Same deal.
So it seems you're really just having a issue with TGs materials in general.