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  1. I understand completely now rectro thank you so much! you guys are awesome! 💖
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  2. The Metalness Value is white = 1 for 100% metalness, and 0 Black = zero metalness i.e dielectric. When you look at the Substance metallic map your see white for 100% metalness. When you use Substance textures you do not use the tint/reflectivity colour if the Metalness value is 100% or if your using a Substance map, the colour is now fully taken from the diffuse colour map. "A 'Metalness' value of 1.0 also means diffuse lighting is disabled and the dielectric 'Reflectivity' color is ignored. (quoted from manual) When you use a value of 0 = black for Metalness then the Reflectivity colour is mixed with the Diffuse colour because now its non metalness and is now dielectric. If you chose to put the diffuse weight at 0 at this point the Reflectivity colour fully takes over This is handy for when mixing one surface between metalness and non metalness dielectric surfaces. Applying absolute colours, no texture maps your see how I got a Green metallic metal with a blur reflection using 50% Grey for roughness. This time we are using a different method of Fresnel Colour - Edge Tint. This method is not using diffuse colour like Metalness method did, it is using reflectivity colour. So you see these settings work different to different types of fresnel. Dan
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