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kcmaterialspbr [2017/06/27 09:49]
oakes
kcmaterialspbr [2018/10/16 10:51] (current)
sechrest
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 This defines the intrinsic color of the material, or what it would look like under a white light with no reflected/​specular light. ​ You may see this referred to elsewhere as the "​albedo."​ In terms of simpler lighting models, it is the diffuse color of the material. This defines the intrinsic color of the material, or what it would look like under a white light with no reflected/​specular light. ​ You may see this referred to elsewhere as the "​albedo."​ In terms of simpler lighting models, it is the diffuse color of the material.
  
->​**Note**:​ To match real-world materials, these values must fall within a range. That is, in the real world there is no such thing as a pure white or pure black material. Thus, we have added a render mode (Albedo Check) that allows you to make sure your values are within range quickly and easily. In this mode, red = too high and blue = too low. Otherwise it shows the luminance.+>​**Note**:​ To match real-world materials, these values must fall within a range. That is, in the real world there is no such thing as a pure white or pure black material. Thus, we have added a render mode (Albedo Check) that allows you to make sure your values are within range quickly and easily. In this mode, red = too high and blue = too low. Otherwiseit shows the luminance.
  
 {{ :​colormaps.jpg?​700 |}} {{ :​colormaps.jpg?​700 |}}
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 ====Opacity==== ====Opacity====
  
-This map is the maskor cut out of your material. White is opaque; black is transparent.  ​+This map is the mask (or cut outof your material. White is opaque; black is transparent.  ​
  
 {{ :​opacity.jpg?​700 |}} {{ :​opacity.jpg?​700 |}}
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 Gloss is the representation of how rough the surface is at a micro level. Sometimes it is also called "​smoothness."​ If you are used to using roughness, Gloss is the opposite of roughness. ​ Gloss is the representation of how rough the surface is at a micro level. Sometimes it is also called "​smoothness."​ If you are used to using roughness, Gloss is the opposite of roughness. ​
  
-All surfaces in the real word have some sort of glossiness to them. When light bounces off a surface, how much it is scattered is controlled by how glossy it is. With a low glossiness value, the light that is reflected is diffused by the microsurface,​ and thus the light reflected into the eye/camera (the specular light) will be large, blurry, and dull. With a high gloss, the specular highlights will be smaller, sharper, and brighter.+All surfaces in the real world have some sort of glossiness to them. When light bounces off a surface, how much it is scattered is controlled by how glossy it is. With a low glossiness value, the light that is reflected is diffused by the microsurface,​ and thus the light reflected into the eye/camera (the specular light) will be large, blurry, and dull. With a high gloss, the specular highlights will be smaller, sharper, and brighter.
  
 {{ :​gloss1.jpg?​700 |}}  ​ {{ :​gloss1.jpg?​700 |}}  ​
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 ====Specular==== ====Specular====
  
-The Specular map is used to scale the amount of light reflected off a surface. In the real world, this varies only slightly, so in most cases it should be left at the default value (0.75 gray). On fully metallic surfaces, this map is ignored.+The Specular map is used to scale the amount of light reflected off a surface. In the real world, this varies only slightly, soin most casesit should be left at the default value (0.75 gray). On fully metallic surfaces, this map is ignored.
  
 Occasionally for very rough surfaces, you can use a "​crevice map" in the Specular map to darken the cracks in the surface, as they would not reflect as much light as a flat surface. Occasionally for very rough surfaces, you can use a "​crevice map" in the Specular map to darken the cracks in the surface, as they would not reflect as much light as a flat surface.
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 ====Metallic==== ====Metallic====
  
-This map controls how "​metal-like"​ your surface will be. Non-metals have values of 0, metals have values of 1. Values between 0 and 1 are rareand reserved for things like rusty or corroded metal. ​+This map controls how "​metal-like"​ your surface will be. Non-metals have values of 0, metals have values of 1. Values between 0 and 1 are rare and reserved for things like rusty or corroded metal. ​
  
 When set to 1, diffuse light becomes black and specular light is now colored with the Color map. The Specular map is ignored on metals. ​ When set to 1, diffuse light becomes black and specular light is now colored with the Color map. The Specular map is ignored on metals. ​