PBR Workflow and Using Grey in PBR Metalness
HTML-код
- Опубликовано: 3 авг 2024
- Today we do something slightly different and talk about PBR and why we use it and try to explain the difficulty of using Grey in our Metalness maps!
Links from the presentation:
share.substance3d.com/librari...
gumroad.com/l/pYpWJ
gumroad.com/tharlevfx
polycount.com/discussion/1363...
polycount.com/discussion/1716...
www.unrealengine.com/en-US/bl...
docs.unrealengine.com/en-US/E...
openproblems.realtimerendering...
seblagarde.files.wordpress.co...
marmoset.co/posts/physically-...
If you want to learn more about Materials in Unreal Engine check out my new course here:
tharlevfx.gumroad.com/l/ue5ma...
If you have any questions about Game Art VFX or the Unreal Engine then email me: tharlevfx@gmail.com
Or you can find more tutorials on my website: www.tharlevfx.com
or check out my work on the Unreal Marketplace:
www.unrealengine.com/marketpl...
or follow me on Twitter: @tharlevfx
If you'd like to support the channel then follow me on Patreon: / tharlevfx Игры
Very nice overview. Should be "must-see" for "software engineers" who is working on "simulations"and expect scientifically 100% correct results from a GAME engine (with having in mind using realtime just for saving, lol )
So I still don't understand is blued steel MUST be 1 or 0?
No - there is no MUST anything - the whole rendering model is just our best approximation to a lot of things but not perfect. Something like blued steel you just have to use your eye to get it as close as possible for your scene
@@tharlevfx meh, I've always do it by eye's, but I trying to find correct scientistic values, soo if they doesn't exist, it no big deal