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kcmaterialspbr [2023/03/29 17:21] steph.jorgensenkcmaterialspbr [2023/04/03 16:45] (current) steph.jorgensen
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-======PBR Materials and Maps======+======Materials and maps======
  
 Maps define the appearance of materials and how they interact with light.  Maps define the appearance of materials and how they interact with light. 
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 **Note**: To match real-world materials, these values must fall within a certain range. That is, in the real world there is no such thing as a pure white or pure black material. Thus, we have added a render mode (Albedo Check) that allows you to make sure your values are within range quickly and easily. In this mode, red = too high and blue = too low. Otherwise, it shows the luminance. **Note**: To match real-world materials, these values must fall within a certain range. That is, in the real world there is no such thing as a pure white or pure black material. Thus, we have added a render mode (Albedo Check) that allows you to make sure your values are within range quickly and easily. In this mode, red = too high and blue = too low. Otherwise, it shows the luminance.
  
-{{ :color_map_2.png?nolink&800 |}}+{{color_map_2.png?nolink&800}}
  
 ====Opacity map==== ====Opacity map====
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 The Opacity map is the mask (or cut out) of your material. White is opaque and black is transparent.  The Opacity map is the mask (or cut out) of your material. White is opaque and black is transparent. 
  
-{{ :opacity_map_1.png?nolink&800 |}}+{{opacity_map_1.png?nolink&800}}
  
 ====Normal map==== ====Normal map====
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 The Normal map is used to provide surface detail by perturbing the facing direction of each individual pixel. SpeedTree expects tangent-space normal maps. Normal maps with higher contrast produce sharper, more pronounced changes in lighting. The Normal map is used to provide surface detail by perturbing the facing direction of each individual pixel. SpeedTree expects tangent-space normal maps. Normal maps with higher contrast produce sharper, more pronounced changes in lighting.
  
-{{ :normalcompare.jpg?700 |}}+{{normalcompare.jpg?700}}
  
 ====Gloss map==== ====Gloss map====
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 All surfaces in the real world have some sort of glossiness to them. When light bounces off a surface, how much it is scattered is controlled by how glossy it is. With a low glossiness value, the light that is reflected is diffused by the microsurface, and thus the light reflected into the eye/camera (the specular light) will be large, blurry, and dull. With a high gloss, the specular highlights will be smaller, sharper, and brighter. All surfaces in the real world have some sort of glossiness to them. When light bounces off a surface, how much it is scattered is controlled by how glossy it is. With a low glossiness value, the light that is reflected is diffused by the microsurface, and thus the light reflected into the eye/camera (the specular light) will be large, blurry, and dull. With a high gloss, the specular highlights will be smaller, sharper, and brighter.
  
-{{ :gloss1.jpg?700 |}}  +{{gloss1.jpg?700}}  
-{{ :glossytogether.jpg?700 |}}+{{glossytogether.jpg?700}} 
 + 
 +\\
  
 Even a very dull bark still has specular light bouncing off the surface. Often, surfaces you think of as "not glossy" still have a decent amount of gloss to them. This light is just diffused a great deal by having a lower gloss value.  Even a very dull bark still has specular light bouncing off the surface. Often, surfaces you think of as "not glossy" still have a decent amount of gloss to them. This light is just diffused a great deal by having a lower gloss value. 
-{{ :gloss_smaller2.jpg?700 |}}+ 
 +{{gloss_smaller2.jpg?700}}
    
 ====Specular map==== ====Specular map====
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 For almost all tree materials, metallic should be left at 0. For almost all tree materials, metallic should be left at 0.
  
-{{ :metalic.jpg?700 |}}+{{metalic.jpg?700}}
  
 ====Subsurface map==== ====Subsurface map====
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 Subsurface light is light that passes through the material and exits on the other side, common for leaves and flowers. The thinner, brighter, and more porous a surface, the more subsurface light you will want to have shine through the back side. Subsurface light is light that passes through the material and exits on the other side, common for leaves and flowers. The thinner, brighter, and more porous a surface, the more subsurface light you will want to have shine through the back side.
  
-{{ :subsurface_map.png?nolink&700 |}}+{{subsurface_map.png?nolink&700}}
  
 In SpeedTree, subsurface light is controlled by two separate maps - Subsurface Color and Subsurface Amount (Subsurface%). In many exports, these maps are combined into one texture. But, having them separate makes it much easier to edit the color and amount separately. In SpeedTree, subsurface light is controlled by two separate maps - Subsurface Color and Subsurface Amount (Subsurface%). In many exports, these maps are combined into one texture. But, having them separate makes it much easier to edit the color and amount separately.
  
-{{ :subsurface_amount.jpg?700 |}}+{{subsurface_amount.jpg?700}}
  
 **Note**: Similar to the Albedo Check render mode, there is also a Subsurface Check render mode, which lets you see if your colors are within good ranges for PBR materials. It is normally okay to have values here that are brighter and more saturated than those in the Color map, but keeping it in range allows for more realistic subsurface light. **Note**: Similar to the Albedo Check render mode, there is also a Subsurface Check render mode, which lets you see if your colors are within good ranges for PBR materials. It is normally okay to have values here that are brighter and more saturated than those in the Color map, but keeping it in range allows for more realistic subsurface light.
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 **Note**: SpeedTree can render a per-vertex ambient occlusion value. You can use this map to provide the same effect on a much smaller scale. The final AO value used during rendering will be the multiplication of the two, so be sure that this material map is mostly white so as not to cause an over-darkening of the tree. **Note**: SpeedTree can render a per-vertex ambient occlusion value. You can use this map to provide the same effect on a much smaller scale. The final AO value used during rendering will be the multiplication of the two, so be sure that this material map is mostly white so as not to cause an over-darkening of the tree.
  
-{{ :ao_map.png?nolink&700 |}}+{{ao_map.png?nolink&700}}
  
 ====Height map==== ====Height map====