I missed the reflectionTexture.
How is that one diffrent to the environmentTexure.
Both deal with reflections.
Is it a good idea to use both at the same time?
I missed the reflectionTexture.
How is that one diffrent to the environmentTexure.
Both deal with reflections.
Is it a good idea to use both at the same time?
The environmentTexture also influence the lighting.
Hello,
I would remove the refraction from the top and probably only keep it as part of the subsurface. Also envTexture and reflectionTexture are the same, basically by default the pbr material uses the scene environmentTexture and it could be overriden on a per material basis by the reflectionTexture if necessary.
As you have baseTexture and baseColor, I would add the metallicRoughnessTexture as well as the emissiveTexture.
About the channel you can not easily map, I will let our artist @PatrickRyan answer this point as I am so bad with authoring tools.
MetallicRoughnessTexture as a addition to metallic and roughness? I thought those two are also mapable per texture?
I have the basecolor in there cause its a parameter we are able to export from maya.
Hi!
I find it an excellent thing, maybe I would divide it in a different order. Can I intrude?
At first thought…
To have in the first block, the difference between metallic and dielectric.
In the second block the basic properties of the material
In the third block, the influence on the shape (even if it’s not really so)
In the last, bake and override
What do you think?
Im fine with that. Will post an update tomorrow.
SpecularColor is still available if i use a metallic workflow?
Isn’t available in metallic wf…
is available SpecularRoughness.
BaseTexture and BaseColor can be modified from the same channel (value or texture), right? maybe they are redundant
The baseColor is a multiplyer, you can tint your texture.
SpecularTexture should be removed as it does not exist on PBR but otherwise it looks great
You are right
Do you think your scheme can be produced on an open source tool like https://www.draw.io/ for example? This could help later to update the doc’ or simply to teamwork on it when you’ll finish the first shot (just a suggestion).
Metallic
https://doc.babylonjs.com/how_to/physically_based_rendering#pbrmetallicroughnessmaterial
BaseColor
BaseTexture
Emissive
ClearCoat
https://doc.babylonjs.com/how_to/physically_based_rendering_master#clear-coat
Anisotropy
https://doc.babylonjs.com/how_to/physically_based_rendering_master#anisotropy
Sheen
https://doc.babylonjs.com/how_to/physically_based_rendering_master#sheen
Subsurface
https://doc.babylonjs.com/how_to/physically_based_rendering_master#sub-surface
NormalTexture
https://doc.babylonjs.com/how_to/more_materials
Opacity
https://doc.babylonjs.com/how_to/physically_based_rendering_master#opacity
OcclusionTexture
https://doc.babylonjs.com/resources/maya_to_gltf#get-a-merged-occlusionroughnessmetallic-texture
Lightmap
EnvTexture
https://doc.babylonjs.com/how_to/use_hdr_environment
There are some infos missing. Maybe they are there but i cant find it.
BaseColor
BaseTexture
Emissive
And the documentation for OcclusionTexture and Lightmaps arnt that transparent.
Lol, why my tutorial is in the middle of this list?
Keep the hand on the psd file for now
Cause there is no real info how to deal with lightmaps. Its the best source.
PSD inside.
PBR_Shader_PSD_v04.zip (80.7 KB)
This deserves a place in our documentation page about PBR