HOL UPso i have a PBR shader that is comprised of color,roughness,reflectivity and normal. is reflectivity is just a different name for what they call "metallic"?
>>567739I'd guess so, but in unreal they separate metallic from specular as one is linearly reflective. That said, the map should be grey scale so it would work in either channel in that instance.Yes, probably.
it would help to know what render program you're using.
>>568114cycles. im using a premade shader i have glossy shader with power node and its supposed to create the metallic input.the guy who put this together knows more than me about PBR but i suspect its not 100% pbr even tho it looks good and functions ok
>>567739No. Reflectivity will make your material reflect the shit around it.
>>568134everything reflects. if something didnt, you wouldnt be able to see it.
>>568135how do you explain matte?
>>568158Matte colored shit reflects light, doesn't it?
>>568158High scatter. Are you dumb?
>>568160what? do you really think i have a phd in physics or something? just because they say its physically based doesn't mean its unbiased
>>567739Straight from Marmoset Toolbag's website:"4) Do I Need To Use A Metalness Map For It To Be PBR?No, a metalness map is just one method of determining reflectivity and is generally not more or less physically accurate than using a specular color/intensity map."https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/