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HOL UP

so 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"?
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>>567739
I'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.
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it would help to know what render program you're using.
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>>568114
cycles. 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
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>>567739
No. Reflectivity will make your material reflect the shit around it.
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>>568134
everything reflects. if something didnt, you wouldnt be able to see it.
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>>568135
how do you explain matte?
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>>568158
Matte colored shit reflects light, doesn't it?
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>>568158
High scatter. Are you dumb?
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>>568160
what? do you really think i have a phd in physics or something? just because they say its physically based doesn't mean its unbiased
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>>567739
Straight 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/




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