Hi everyone!
Could someone please explain me what is happening internally with the specular values when I feed a black metalness map to the metalness shader of the material.
Does it hard code it to 0.5? Does it hardcode it to 0.04 (4%)? Should I not touch the reflection section a when metalness map is used? An IOR of 1.5 gives should give a specular of 0.5. How does this tie into everything?
If the shader reads the metalness map as black - will it break if I tamper with the reflection amount. If yes, can i then control the specular value (if i want to move out of the hard coded 4%), with the IOR?.
Sorry for all the questions, but I cant find much documentation for vrays implentation of the workflow and even though metalness is a method made to simplify for artists I am still interrested in knowing what is happening under the surface.
Kind regards,
Andreas
Could someone please explain me what is happening internally with the specular values when I feed a black metalness map to the metalness shader of the material.
Does it hard code it to 0.5? Does it hardcode it to 0.04 (4%)? Should I not touch the reflection section a when metalness map is used? An IOR of 1.5 gives should give a specular of 0.5. How does this tie into everything?
If the shader reads the metalness map as black - will it break if I tamper with the reflection amount. If yes, can i then control the specular value (if i want to move out of the hard coded 4%), with the IOR?.
Sorry for all the questions, but I cant find much documentation for vrays implentation of the workflow and even though metalness is a method made to simplify for artists I am still interrested in knowing what is happening under the surface.
Kind regards,
Andreas
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