![pixplant metal workflow pixplant metal workflow](https://thumbs.dreamstime.com/z/processing-plant-equipment-piping-d-rendering-processing-plant-equipment-piping-d-rendering-193968415.jpg)
The base guidelines for the diffuse map have the same tonality as those of the tonality map such that color represents albedo for non-metal materials and black (0.0) for raw metals, base color should not have light except for micro occlusion, dark values should not exceed the range of 30sRGB – 50sRGB and the bright values should not be higher than 240sRGB. In this workflow areas that indicate raw metal will be black (0.0 value) because metals do not have a diffuse color. In the specular map, there is control over F0 for dielectric materials. In this workflow, there are two RGB maps: one for diffuse color (albeido) and another for reflectance values (specular). In this workflow the reflectance values for metals and F0 for non-metal materials are placed in the specular map. The maps used in this workflow include diffuse, specular and glossiness maps. The Specular /Glossy workflow, just like the metallic workflow is also defined using maps in the PBR shader. The different maps applied to a single asset. Sourced from Allegorethmic’s PBR Guide Vol 2. The two main PBR Workflows, Metallic and Specular. Real Time Standards: PBR-Specular and PBR-Metallic In addition to the above, bright values should not exceed 240sRGB and lastly, the reflectance for raw metal which is high ranges between 70-100 % specular that can be mapped to 180-255sRGB.
![pixplant metal workflow pixplant metal workflow](https://d2n4wb9orp1vta.cloudfront.net/cms/brand/AM/2017-AM/0218-AM-3DSystems-DMP8500_MMS.png)
Additionally, dark values should not be lower than 30sRGB -the tolerant range to 50sRGB -the strict range. Secondly, the base color should be without lighting information except for micro-occlusion. These help in determining the reflectance values of the metals in use.Firstly, colorrepresents albedo for non-metals and reflectance values for metals. Values that indicate the reflectance values of metals are obtained from real world values. If the metallic map has gray value lower than 23SRGB then the raw metal reflectance value will need to be lowered in the base color thus to create a blend between the dielectric and metal reflectance values. The metallic map can also be used to represent a blended metal and non-metal which are represented by transitional gray scale values in the map. Metal that is oxidized is treated as a dielectric or rusted metal and this is also true for a paintedmetal. Dirt and oxidation must also be accounted for in the metallic map. If dirt or oxidation is added to the base color the metal’s reflectance value diminishes to` a range that it can no longer be considered a raw metal. The base color for metals an also contain reflectance values. The reflectance value for metals is usually placed along with the reflected color for dielectrics. Hence, making it impossible for diffuse and specular to combine to reflect or refract light than is received. With the metal or roughness workflow, it is possible to conserve energy as the reflected color and the specular balance are controlled through the metallic mask. In the metallic map, 0.0 (black-0sRGB) represent a non- metal while 1.0(white-255 sRGB) represent a raw metal. The shader handles the dielectric F0 values such that when the shader views black in the metallic map this denotes a non-metal and uses 4% are the value of reflectance. A metallic map acts as a mask and is used to differentiate the metal and dielectric data that is found in the map of the base color. The metallic map is used to denote which parts of the material denote a raw metallic material. In this workflow, the value of reflectance of the metal is placed in the base color map as well as the reflected color for dielectrics. The maps for the metal or roughness workflow are base color, roughness and metallic. Metallic attributes are usually fed in the PBR shader as textures (Usually Grayscale for metal workflow and as color in specular channel for specular workflow).
#Pixplant metal workflow full
On the left we have a clean copper material, while on the right we have full oxidized copper. There are two main types of Physical Based Rendering standard workflow and they include PBR Metallic and PBR specular. Maps are used to illustrate the physical attributes of the surface being represented. Both terms, however, represent methods of accurately representing physical assets. The terms are used depending on the concept under discussion in that PBS is used in shading while PBR in rendering and lighting. Another term for Physical based Rendering is Physical Based Shading (PBS). PBR provides an accurate method of representing the interaction between light and the surface where the light is reflected or refracted. Knowing Physically Based Rendering(PBR) is very useful the world of computer graphic art.