demostenes Posted October 22, 2016 Posted October 22, 2016 It seems there was change in material slot naming and metalness slot was renamed to shading (after migration all _met textures are there). But I have still some materials in metalness slot. Wrong migration? Or something else? I assume I should move all these textures into shading slot?
demostenes Posted November 5, 2016 Author Posted November 5, 2016 Btw, what does microfiber state? I would expect it will add slot for microfiber mask, but nothing like that happens.
grmmvv Posted November 7, 2016 Posted November 7, 2016 Hi,Shading texture slot stores information about four material parameters in RGBA8-texture (with "_sh"-postfix): R - metalness, G - roughness, B - specular (or f0) and A - microfiber.The last two channels are optional, for using this you need to enable specular or microfiber states.By default, if both optional states are disabled, old metalness texture will work as before. But if you want use additional microfiber state in material, you need to enable microfiber state and add microfiber mask to A-channel into shading texture.
demostenes Posted November 7, 2016 Author Posted November 7, 2016 Hi, Shading texture slot stores information about four material parameters in RGBA8-texture (with "_sh"-postfix): R - metalness, G - roughness, B - specular (or f0) and A - microfiber. The last two channels are optional, for using this you need to enable specular or microfiber states. By default, if both optional states are disabled, old metalness texture will work as before. But if you want use additional microfiber state in material, you need to enable microfiber state and add microfiber mask to A-channel into shading texture. Great, thanks for explanation, this new functionalty is exactly what we needed. I was checking documentation, but I wasnt able to find anything about shading texture.
grmmvv Posted November 8, 2016 Posted November 8, 2016 Great, thanks for explanation, this new functionalty is exactly what we needed. I was checking documentation, but I wasnt able to find anything about shading texture. Yes, documentation is a little bit outdated and will be fixed with the next SDK update.
demostenes Posted December 31, 2016 Author Posted December 31, 2016 I ve spent some time preparing masks for microfiber and in 100% of my usecases microfiber mask is inverted metalness mask. Does anybody else have different usecases? Maybe it would make sense, that shader will automatically consider microfiber inverted metalness and only on case of checking microfiber state it would use custom mask in alfa. It would save precious alfa channel, so 1/2 size of texture.
silent Posted January 9, 2017 Posted January 9, 2017 Hi Jirka, Mircofiber is useful for creating cloth material (even from metal ones) and for dielectrics where some pixels are plastic and some are cloth. So, it is not the 100% inverted metalness mask. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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