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
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