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Wings Materials
03-22-2018, 08:33 PM
Post: #1
Wings Materials
I have implemented GL transfer format (gltf,glb) importer and exporter for the
next release.

And I noticed their (new) Brdf materials settings.

Basically they are using only 4 (5 with alpha) parameters
Diffuse: RGB basic color
Metalness: 0.0 - 1.0 where 0.0 non metal and 1 is a metal.
Roughness: 0.0 - 1.0 Very 0.0 is very smooth and 1.0 is a rough material.
Emission: RGB for lighting parts.

So I have read up on it, many are using the same parameters, Disney(pixar/renderman) and Unreal for example.

I think this simplifies the material construction and want to change
the current "OpenGL" material dialog, and I can make "light" shaders look
closer to what they would look like in a game engine or renderer.

Opinions?
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03-23-2018, 12:59 AM (This post was last modified: 03-23-2018 07:02 AM by micheus.)
Post: #2
RE: Wings Materials
Will we be talking about PBR?
It's something I have been interested since started to play with Substance Painter and I've seen it be used in many other 3D applications.

In that case, these article may be of interest:
- Physically Based Rendering Algorithms: A Comprehensive Study In Unity3D
- Let's Get Physical
and this two provided by Allegorithmic (I already linked it in off-topic three years ago and it was just updated):
- VOLUME 1: THE THEORY OF PHYSICALLY BASED RENDERING AND SHADING
- VOLUME 2: PRACTICAL GUIDELINES FOR CREATING PBR TEXTURES

regards to material settings:
- specular component would be useful sometimes:
"When you're editing a non-metallic surface material, there are times when you'll want to adjust its ability to reflect light, specifically, its Specular property" from Unreal Engine docs
- would be possible to use maps and not only ramp values?
- and about the transparency?

Diffuse => Albedo
Roughness => Microsurface

My Wings3D Collection at G+
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03-23-2018, 01:44 AM
Post: #3
RE: Wings Materials
If wings gets pbr, it would be awesome!
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03-23-2018, 06:56 AM
Post: #4
RE: Wings Materials
Specular will be calculated from Diffuse (Albedo) and metallic parameter, from (Unreal) there own paper they have said they will remove the specular property but kept if for now because their latest game already used it so they couldn't remove it.

My intention was keep hemilight as it is in 2.1.6, and do a simple PBR without background or maybe with a default prebuilt environment, for camera light or scene lights.
Will see how much work I have time to do?
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03-23-2018, 06:39 PM
Post: #5
RE: Wings Materials
You need to find more coders
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