Sunday, 22 November 2015

PBR

PBR aka Physically based rendering is one of the more advanced technologies for materials and textures. Basically it uses multiple texture nodes in material editor to get a natural materials such as plastic, gold, rust or anything.
  • Base color
  • Roughness
  • Metallic
  • Specular
Those 4 points are the pieces required to make PBR materials. Base color is the simple albedo/diffuse texture as it was used before. Roughness map is always greyscale, black being very smooth and reflecting light, while white color is rough which wont reflect any light. With roughness textures you can get nice reflections and gives object more of a realistic look. Metallic maps are used to make metal materials, that reflect light very similar how real life metals does. I haven't used Specular that much and not exactly sure how it works, it is another way to bent lighting on the objects.


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