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  • PBR Materials Substance Painter

    I may have missed the discussion on PBR in another thread since vbulletin is set to ignore three character searches.

    What is the workflow for relating output from PBR tools like Substance Painter to VRay?

    How do Roughness/Metallic translate into Glossiness/Reflection?

    How does the GGX shading model impact those channels?

    Thanks!


    s2012_pbs_disney_brdf_notes_v2.pdf

  • #2
    With regards to three-letter searches, add a star '*' at the end, f.e. pbr* - this will give you all words that start with pbr, but it's unlikely that anything else than pbr will actually match them.

    As for the actual questions, unfortunately I've no idea about the answer to any of them - the guys at Alegorithmic might be better equipped to do that. I have no idea what BRDF models they envisioned when they created their materials.

    With respect to GGX, the latest 3.0 builds do include the GGX brdf, along with the tail hilight parameter. However some conversion of glossiness parameters will probably be needed if you want to directly take the values from somewhere else.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

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