[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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