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luchete80

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Posts posted by luchete80

  1. yeah, that's right. But besides that, I was referring to (see below), once being in PBR, the assumption of insulators with specular F0=4%. I think you've addopted the best choice in this matter.

    Now, most important than that, i've to understand all this :).


    I quote:

    http://www.marmoset.co/toolbag/learn/pbr-conversion


    " [...] The biggest difference between the two workflows is how the diffuse and reflectivity content is defined in the texture maps. In the specular workflow, these values are set explicitly with two unique texture maps.

    The metalness workflow on the other hand, uses the albedo map to define both the diffuse and reflectivity content and the metalness map to define whether the material is an insulator or a metal. "

  2. Hi guys, thanks for this amazing feature!!

    Question: how is the GBuffer packed? (yea i know, i can see all code, but i'm new in t3d and i need to understand it first :) )


    Here i've been reading some interesting options for slim buffer. Whereas cryengine works with specular PBR approach AFAIK, frostbite and disney works with specular one.


    Disney Format

    13886522_848562941914482_4430990466419298777_n.png?oh=c180cecb919a6646d6454c43deae75ce&oe=58116D30


    Frostbite Format

    13876229_848562935247816_2891140539944251506_n.png?oh=de76c67f3734b5775f321aa8fd785669&oe=58215186&__gda__=1478183148_0f3de258002ef21cb266f2bc0bb2d648


    CryEngine from Ryse version

    13680806_848562948581148_7139253222949770892_n.png?oh=9f8a560b29dace37c30e08dfbbaebe45&oe=5828122A&__gda__=1478418518_b0bf1a3c50185dcf2f0bfc7b9e4df795

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