Marmoset toolbag 3 metalic roughness dark code#
I was looking forward to DistributedViewer being released since one of Murat's partners reimplemented my code to match the look and workflow more like the other engines but it hasn't been released yet. More importantly I value being able to switch between tools and retain the same look using the same or very similar parameters. Lately it has become trend to use "metalness" values and hides the specular colours as well as the fresnel from user input thus making it more user friendly, at the expense of eliminating the ability to represent certain rare types of materials.Īlthough I'm usually a fan of "low level" stuff that's for programming. If you're interested in the specifics John Hable has an excellent post about it.Īs for the "workflow": Our math is the "advanced one" in the terms that you manipulate the "low level" values from a PBS component. This funny picture illustrates how you should tilt your head against a surface to get that grazing angle: However, only some materials will also reflect specular light when looking towards the surface other materials will not reflect much specularity when looked from the front.
Even the roughest concrete can become a mirror if looked from an angle low enough. 0.02) and fresnel to 0 or 1 (can't remember which one of the extremes at the moment).įresnel is hard to explain in detail, but in short when you're looking at very grazing angles every surface will become a mirror. To achieve a mirror effect you would have to set the Roughness as low as possible (i.e. I tried to make some test with fresnel, but its kinda pointless add other variable to test if idontknow what workflow are using. I guess fresnel go from 0 to 1, and add extra reflection in close angles (specular independent for amount of reflect, but roughness dependent for, ehm. Reference image for specular/metalness texture workflow:Īnd the links where i get the info about specular/metalness workflow:Īnd other question. In the other hand, in metallic workflow, i would expect that the right ball was like a mirror.īut, why im not getting any mirror ball? Ogre arent using specular/metalness workflow? In specular workflow, I would expect that the left ball was like a mirror. (And of course, the cubemap for reflections) In the attached picture, are 2 balls, one directional light, and a plane. I made some test in ogre 2.1, with PBS, but i cant figure out what workflow is using.