[Bf-viewport] Unified Principled BSDF and Eevee PBR
metalliandy
metalliandy666 at googlemail.com
Tue Jun 27 19:42:59 CEST 2017
Hey all,
I wanted to pop in and mention that the Specular workflow is absolutely
not a legacy option within PBR game dev. It's a higher quality
alternative to the metalness workflow that is often used when users are
not constrained by memory limitations. This is why it is supported in
Unity & Toolbag etc.
https://docs.unity3d.com/Manual/StandardShaderMetallicVsSpecular.html
The metalness workflow has some great positives ofc, but it also has
some serious limitations when it comes to accurately rendering materials.
For example:
* There are often texture interpolation issues where a dielectric and
metallic materials meet
(https://s3.amazonaws.com/docs.knaldtech.com/docuwiki/light_fringe_values_close.jpg)
* The metallic workflow is most often locked to 4% reflectivity for
dielectrics which gives less control to experienced artists.
* Semi-conductors (Rust, Magnetite etc.) and crystalline objects (gem
stones etc.) cannot be rendered accurately as they require a
reflectivity of between 4-18%.
* It's much easier to use incorrect values within the metalness mask
when less experienced artists author content, which can break the
workflow.
As such I wouldn't recommend removing the specular workflow from Blender
as it would be severely limiting the usefulness of the viewport for
artists that do not use the metallic workflow.
Cheers,
-Andy
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