![]() ![]() It's also as easy to screw up the values in metallness workflow as it is in spec/gloss. And unless you're a total noob that heard the word PBR an hour ago and have no basic understanding about the values that go into each maps, metallness workflow is not in any way easier to use. ![]() You have the same number of 4 maps that you need to set for both metal/rough and spec/gloss. Yeay UPDATE After doing yesterdays video, and started working on the Emissive Texture, I noticed my UVs werent relaxed due to the geometry of the base mesh. Both these tools allow you to modify materials 4 maps at a time, and I don't see how it's easier to set your metallic property to white and base-color to yellow for gold, than it is to set diffuse to black and specular to yellow. I've fiddled a bit with both Quixel Suite and Substance Painter, and I don't see any point in the metallic workflow at all. We will be working with several cinematic and game ready assets as we learn the proper ways to setup and prepare our scenes in order to create amazing renders for your portfolio. Honestly I would prefer Unity to not support metallic workflow (as it's the limiting workflow of the two), so they could focus on keeping the spec/gloss shader as close as possible to Marmoset Toolbag. Throughout this course we will be exploring all the tools inside of Marmoset Toolbag 4. Metallic workflow has an error in the tooltip, which is confusing Metallic workflow uses glossiness instead of roughness, which is confusingĢ. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. The tooltip on the Metallic input says: Metallic (R) and Smoothness (A), while the tooltip of the Specular input in spec/gloss shader says: Specular (RGB) and Smoothness (A), which means either that:ġ. ![]()
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