![]() Roughness Map - specifies smooth (black 0.0) or rough (white 1.0) microsurface.Metalness Map - specifies dielectric (black 0.0) or metallic (white 1.0) reflection type.Ambient Occlusion Map - represents occluded light based on the 3D geometry of the material surface.However, if not aspiring for perfect physical accuracy, we can use diffuse map as well. Compared to the diffuse map, albedo doesn't contain any directional light or ambient occlusion which should be provided by a separate map. Albedo Map - defines the material color under diffuse light. ![]() To build a PBR shader we need to take into account these material features: Moreover, I have included the fix to remove some artifact caused by rendering normal maps (viz this post). There have been already published many node setups implementing a PBR shader, but I wanted to make a more versatile setup that would enable to modify things like texture color tint, exposure, etc within a single node.
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