ted.mcclung Posted September 15, 2015 Share Posted September 15, 2015 I've been working with the pbr shaders recently and I've hit a snag. Typically when creating a material, there are many different gloss values. A standard specular pipeline would include a way to modulate gloss with a texture like with the spec map. A logical solution would be to put a gloss map in the alpha channel of the spec map, but it looks like that's unsupported. Is there a way to use a gloss map with a specular type pbr shader? Link to comment
ted.mcclung Posted September 17, 2015 Author Share Posted September 17, 2015 Doesn't look like there's a roughness map for the metalness workflow either. These maps are essential when building assets. Link to comment
silent Posted September 18, 2015 Share Posted September 18, 2015 Hi Ted, Current PBR shading is not a final version. There are some features missing (due to limitations of current rendering pipeline). With the new SDK update a new full deferred renering technique will allow you to use general PBR textures and switch between Metalness and Specular workflows. Sorry for the inconvenience caused. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted September 19, 2015 Share Posted September 19, 2015 Hi Ted, Current PBR shading is not a final version. There are some features missing (due to limitations of current rendering pipeline). With the new SDK update a new full deferred renering technique will allow you to use general PBR textures and switch between Metalness and Specular workflows. Sorry for the inconvenience caused. Hello, it would be great to publish at least how final design will look. We need to remake 30 000 + textures into PBR format and I really dont want to do it twice. Reason si simple, having various textures (rougness, ao, metalness...) as stand alone files is not practical, better is to group it into one ARGB texture. I am giving now metalness into green channel and AO into red (it seems like standard between various engines), but there are still two unused channels. What will be in these two channels? What other options we would have? Thanks. Link to comment
koshachy Posted September 21, 2015 Share Posted September 21, 2015 Hi guys, Unigine 2.0 PBR material (which will replace old mesh_base and take its name) will have 2 workflows: metalness and specular. For Metalness workflow: AO has its own single channel texture. Metalness is stored in the R channel of the metalness texture. Roughness is stored in the G channel of the metalness texture. For Specular workflow: AO has its own single channel texture. Specular is stored in the RGB channels of the specular texture. Gloss is stored in the A channel of the specular texture. This is the final design of the PBR material. 1 Link to comment
demostenes Posted September 21, 2015 Share Posted September 21, 2015 Hi guys, Unigine 2.0 PBR material (which will replace old mesh_base and take its name) will have 2 workflows: metalness and specular. For Metalness workflow: AO has its own single channel texture. Metalness is stored in the R channel of the metalness texture. Roughness is stored in the G channel of the metalness texture. Wouldnt be better to put AO into red, metalness into green and rougness into blue or alpha? This would leave one space for for example color mask. Link to comment
koshachy Posted September 22, 2015 Share Posted September 22, 2015 Wouldnt be better to put AO into red, metalness into green and rougness into blue or alpha? This would leave one space for for example color mask. Hi, Your suggestion is reasonable, but we have such implementation of the PBR material because there is support for two workflows (and as writen above, specular texture has no free channels). 1 Link to comment
demostenes Posted September 22, 2015 Share Posted September 22, 2015 Ok, thanks for explanation. Link to comment
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