I'm hearing more and more about PBR workflows and (up until now) always thought that my workflow tried hard to match physically based materials. But with what I'm reading about PBR, it sounds to me like it's even different than what I thought I was already trying to do? So here are a few questions to help me clarify what exactly makes it different/better than what I'm doing now.
- Current workflow is VRayNext. I use a mix of shaders from Siger, Poliigon, and standard v-ray materials (diffuse, glossiness, bump, dirt). How is PBR different?
- A client of mine is on VRay 3.6 and only uses basic vray shaders, limited to diffuse, glossiness, bump, dirt). How/Why would I describe to them to use a PBR workflow? Is it possible with 3.6?
- I've just started looking at Substance Painter as a way to add realism to some of the materials that I use. Is this a good way to go? What is the difference between it and Substance Designer?
I'm always interested in taking realism up a notch, so any help with understanding the PBR workflow or its definition would be greatly appreciated!
Thank You.
- Current workflow is VRayNext. I use a mix of shaders from Siger, Poliigon, and standard v-ray materials (diffuse, glossiness, bump, dirt). How is PBR different?
- A client of mine is on VRay 3.6 and only uses basic vray shaders, limited to diffuse, glossiness, bump, dirt). How/Why would I describe to them to use a PBR workflow? Is it possible with 3.6?
- I've just started looking at Substance Painter as a way to add realism to some of the materials that I use. Is this a good way to go? What is the difference between it and Substance Designer?
I'm always interested in taking realism up a notch, so any help with understanding the PBR workflow or its definition would be greatly appreciated!
Thank You.
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