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IsMetallic Input on main node (Metalness)

BecomingAt . 11 lat temu Ostatnio zmodyfikowane przez Freya Holmér (Developer) 9 lat temu 7
New input on the main node that takes a value or grayscale texture for metalness.
For the specified areas it would override the diffuse to black and multiply the color from the diffuse over the specularity(ideally only the hue&aturation so that the specular intenity stays untouched).

Benefits:
No need for 3 channels for specularity on metal or mixed dielectric/metal materials.
Possibility to colorize parts of the material on a shader level and still have metal speculartiy on that parts without breaking pbl(if that is unclear i can explain it more).

Additional possibility for improvement: These parts could use another fresnel reflectivity curve more suitable for metal.

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Yep! Fixed a long time ago, closing :)

The PBL system is going to be reworked to fit Unity's upcoming PBL implementation, which means this ultimately depends on if they're going to have a metalness system or not
Unity usually takes ages to get new things done(see unity guy), i hope this wont be the case on their pbl stuff. I think that metalness would be a great addition.
I'm casting my vote on this. It would be a perfect to have metallic main node - just to keep workflow clear and understandable when working for example with new PBR Substances.
Voting for Metallic and Roughness too, I'll keep hassling Aras too :)

Think that one can be closed ;)

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Yep! Fixed a long time ago, closing :)