![]() ![]() ![]() The shader this asset originally used didn’t support gloss maps.Gradient maps can be handy tools to create masks for localized effects (eg, dirt on the lower areas of a character) however, they shouldn’t be multiplied directly on your texture. A gradient map is baked into the diffuse and specular map as well.Additionally, large scale AO should not be added directly to the specular pass, as occluded light isn’t the same thing as a less reflective surface – that’s what the specular map defines. AO/cavity content should be added via a separate input so the shader can use them in a more intelligent way. Ambient occlusion and cavity detail is baked directly into both the diffuse and specular map.The diffuse is too dark, this was likely tweaked to look good in a specific lighting environment, a big no-no.This asset is a great example because it showcases a lot of techniques that I typically wouldn’t use in a PBR pipeline, for instance: To show the difference between traditional and modern shaders, I’m using a gun that I created for Darkest of Days. This means specular maps will generally contain little more than flat values (greyscale for insulators, colored for some metals) for each material type, while microsurface maps should define most of the surface variation. Now more than ever, we can focus on replicating material properties rather than baking in specific lighting conditions.Īdditionally, linear space rendering means we no longer have to color specular maps the opposite color of our diffuse to get a neutral white highlight, while energy conservation in the microsurface function (rougher surfaces will have broader highlights with a dimmer appearance as the light is dissipated over a larger area) removes the need to manually make rough areas dark and glossy areas bright in the spec map. This means that we no longer have to paint lighting, reflection or shadow content directly into our textures. Today we have dynamic light sources that cast realistic shadows, and image-based lighting that provides accurate ambient diffuse and specular reflections. One of the biggest differences is how advanced the lighting calculations are in modern shaders. To fully understand how to create or convert content intended for PBR systems, it’s important to look at how shaders have changed. One last thing, is it diffuse or albedo? These two terms mean essentially the same thing, the base color of an object, and are often used interchangeably. Fancy shaders are only half of the equation, you also need logically calibrated art content. I see this misconception rearing its head equally as often as the “Why not PBR?” one mentioned above. PBR is essentially a holistic system of content creation and rendering, which can and often does have variances (generally shader models or texture input types) in actual implementation, depending on what tools or engine you use.Īdditionally, loading any old content into a PBR shader does not guarantee physically accurate results. PBR in the most basic sense is a combination of sophisticated shaders that represent the physics of light and matter, along with art content that is calibrated using plausible values to represent real world materials. I see comments about this regularly on forums, when someone sees an artist creating a specular and gloss map they often ask “Why aren’t you using PBR?”, so lets break down what PBR actually is. There is a lot of confusion in terms of what physically based rendering actually is, and what sort of texture inputs are required in a PBR system.įirst off, using a metalness map is not a requirement of PBR systems, and using a specular map does not mean an asset is “not PBR”. Before we get started, I want to clear a few things up. Toolbag scene data can be exported to the following formats: Your scene data can be imported using the following formats: The tables below show a quick comparison of all scene objects and mesh attributes that are supported on import and export per file type. The scene bundle export is useful when you need to share the scene and its contents with other users or if you want to open the same scene on another machine. ![]() materials, meshes, textures, skies) to an /Assets folder alongside the scene file itself with relative file paths set. Toolbag Scene ( *.tbscene) is the proprietary file format for Marmoset Toolbag to save all objects and data your active Toolbag scene contains.Ī Scene Bundle ( File -> Export…) exports the same *.tbscene file, but also writes a copy of all assets referenced (i.e. ![]()
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