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Not interact with the base diffuse as they should. clear coat is almost indipendent from base reflections). first reflections layers don't come in a unified model Transmission and that would model automagically the diffuse roughness aka backscattering).īut. so at the interface we really should account for ie light has to pass the reflection layer to get to theĭiffuse right !?. Intuition here is that the diffuse is the refractive portion of Multiple-scattering between substrate and interface (the real It should modelīackscattering that depends heavily on reflections.
everything stays together just byĬonservation and fresnel reflectance factor). The whole physically based model if there's something like that at all You do probably Basically it's a broken thing and really not I mean what's better than get visualįeedback while you paint in your channels, you'll see in an instantĪbout diffuse roughness.
You better answer some of these questions yourself by doing a little Should it be left on 1 when using the Substance PBR workflow? Why? Or they should be connected to a map?
Specular weight tells how strong the Specular reflection are, regardless of their roughness in a range of 0 to 1. Should the Specular Color map be white in the same areas where the metallic map is black (dielectric) and colored when the metallic map is white (conductor)? So if I know my material is, let say, bronze, I can find out the exact rgb values from the internet.īut what if my material is rusty, so the Metallic Map from Substance has a mix of areas of black and white. Specular color should be white for dielectrics and for conductors it represent the color of the Specular reflection at glancing angle, this is clear. Diffuse Roughness is a slider that varies between Lambert and Oren-Nayar diffuse system right? So concrete and plaster and sand should get higher values, but is this slider something to map with the same Roughness map we use for the Specular Roughness? If not, is there a list of values for materials like skin, wood, sand etc? Is this attribute something allegorithmic does not consider?. If you are using a set of PBR maps from Substance, so Base Color, Metallic, Roughness and Normals,what value or map should be used in I have 3 questions on the PBR Workflow using maps from Substance Painter or Substance Deaigner in Arnold 5: