[Bf-viewport] Unified Principled BSDF and Eevee PBR
metalliandy
metalliandy666 at googlemail.com
Wed Jun 28 00:19:48 CEST 2017
Yea, sounds good to me. No need to over complicate the GUI.
Cheers, Brecht.
-Andy
On 27/06/2017 22:15, Brecht Van Lommel wrote:
> If we need multiple models then I think it would be good to have them
> as an enum in a single node. For tutorials, addons and our
> implementation it's a lot simpler I think. We can hide/show sockets as
> needed, and convert parameters between the different models automatically.
>
> On Tue, Jun 27, 2017 at 9:52 PM, Clément FOUCAULT
> <foucault.clem at gmail.com <mailto:foucault.clem at gmail.com>> wrote:
>
> I also don't quite like the fact of removing the specular
> workflow. But supporting it would add some usability issue
> (discussed previously but maybe reopened for debate). Adding a
> Specular Node is just a matter of usability / UI point of
> view. For now just supporting the Principled BSDF should cover
> most of the use cases.
>
> About your statements on the Metallic workflow:
>
> >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
> <https://s3.amazonaws.com/docs.knaldtech.com/docuwiki/light_fringe_values_close.jpg>)
> This will happen with both workflow. I understand that
> interpolation of metallic values produces colored specular. In
> specular workflow it won't.
> The real workaround on this is to use layered material that are
> rendered separately, but this is too heavy for realtime games.
>
> >The metallic workflow is most often locked to 4% reflectivity for dielectrics which gives less control to
> experienced artists.
> False, the metallic workflow (as per Unreal Implementation) is
> using disney approach to give a specular input to tweak
> dielectrics specular values. So you can go up to 8% with default
> range and beyond if you want. Unfortunately it seems that Unity
> does not handle that. Still Metallic material inputs can be
> exported as Specular inputs. The other way in not easily doable.
>
> >Semi-conductors (Rust, Magnetite etc.) and crystalline objects (gem stones etc.) cannot be rendered
> accurately as they require a reflectivity of between 4-18%.
> Read previous point.
>
> > It's much easier to use incorrect values within the metalness mask when less experienced artists author
> content, which can break the workflow.
> It's equally easy to put incorrect Specular values with specular
> workflow ;) that's why they came up with the metallic one in the
> first place.
>
> Regards.
>
> Clément
>
> 2017-06-27 19:42 GMT+02:00 metalliandy
> <metalliandy666 at googlemail.com
> <mailto:metalliandy666 at googlemail.com>>:
>
> 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
> <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
> <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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