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PBR Material Notes

James Baicoianu edited this page Mar 8, 2017 · 2 revisions
  • openGl spec Y+ normals
  • alpha is embeded within the diffuse
  • gloss maps are defined in UE4 style (black is matte, white is glossy)
  • specular is typical across all PBR(defines % of light at f0 per channel)
  • the only unique values are for gloss
  • so we use the transparency channel in the DAE as the gloss, and blenders shininess float is 1-511
  • only 2 uv layers are supported
  • diffuse, normal, specular, gloss on layer 1, AO on layer 2
  • blender outputs the ambient color as 0 0 0 by default
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