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PBR Material Notes
James Baicoianu edited this page Mar 8, 2017
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- 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