Product Chat / Dealing with PBR, my firts try

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3com
10
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Joined: 18th May 2014
Location: Catalonia
Posted: 2nd Mar 2019 00:42
I'm learning PBR system a bit, I had discovered a long learning curve, Well, as my friend Jack said, let's go in parts. LOL



Working with a legacy version of substance painter (2.4)
It works fine, but I can't to found legacy documentation/tutorials all I can found is 2018 version related.

Suggestions, feedbacks are welcome.
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GubbyBlips
5
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Joined: 14th Jan 2019
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Posted: 3rd Mar 2019 22:25
The thing I noticed about PBR is that it turns everything into shiny plastic!
I know nothing/ zip/ zilch about modeling. But there has to be a way
to keep those items that should be matte (no gloss) to stay matte.

That's the only issue I see about PBR that user should watch for.
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Pirate Myke
Forum Support
14
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 3rd Mar 2019 22:57
Metalness - black is dialectric, White is metal

Gloss - Black is shiney, white is rough. We use roughness map and call it gloss. Use roughness colors.

Specular - Mostly grey scale except for metallic objects, then the reflectence color of the metal is used for the specular color.
Not used in PBR.

Roughness - Black is Rough, White is shiny. We use this map and call it gloss.

Displacement - White is height, black is lows

Normal direction +X -Y +Z

Things you can change in the settings.fx file to adjust GG lighting. You will need to recompile the shaders after any changes here.
Quote: "Quote: "
--- #define RealisticVsCool (0.60) ---
Allows you to control some of the PBR light and light extractions from the environment , if you want it to look more like UE try to set it around 0.90 , if you want a Unity PBR look try to set it around 0.40. I made it like this , as i expect people will have different expectations for PBR.

--- #define AmountExtractLight (0.50) ---
This allow you to control the extraction of light , this is actually the sun from your skybox that you see on your car , so what you see is light extraction. to lower the intensity of the sun you can just lower this value.

Forgot to move those to settings.fx , so currently there are inside "apbr_core.fx.""


Axis directio in GG Editor
Pos y - up
Neg Y - Down
Pos X - Right
Neg X - Left
Pos z - Forward
Neg Z - Back

Belidos also has a nice thread in the tutorial section with some more info.
https://forum.game-guru.com/thread/219411

Shiny object that should be mat from paint programs are common for Game Guru. Invert the gloss map, or use the roughness map and call it gloss for GG.
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