![]() So we have "metallicity" maps and settings for clear coat on top of already shiny paint, but no maps that account for SSS, anisotropy, or the sigma of velvet.īut that's OK, because metals and non-scattering dielectrics are a big portion of materials. They didn't even support refraction to begin with. Also, while they used actual lab results (which is so awesome), they focused on the materials important to games: metals, plain glossy materials, and grungy matte materials. Most PBR materials, and certainly the Quixel, Allegorithmic, and Toolbag Marmoset ones, are a whole lot less realistic than, for instance, the unbiased Reality/Luxrender and Octane materials that preceeded them. Quixel, the Substance suite, and other tools have touted PBRs as a revolution in realism, but that's only true for games, which had long required fakes. Click to expand.I'm addressing this separately because I've encountered a lot of misunderstandings about PBRs.
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