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Showing results for tags 'substance'.
Work is continuing on my upcoming scifi mega pack that is inching closer and closer to being released - today I decided to compile a few PBR materials that I created as some more tests in substance painter. The below images show a simple 3ds max scene that I blocked out in a few minutes as well as some renders from substance painter. Materials available in uncompressed PNG format and are 2k textures. They are also perfectly seamless and will tile in all directions. I am providing these free of charge to be used for shader testing in the new engine, your own projects
The most used wokflow is metal/roughness (I think) metalness gives the environment reflection amount. roughness does two things spreads the light so environment reflection would be more blurred spreads the light so specular reflection from light sources would be spread/blurred . Like this: I'm not doing PBR discussion on how to correctly compute energy conservation and all that. It's not really important. But looking at some of the methods anyway on how metal and roughness workflow works. The shader I have used is not accurate PBR shader, but the results are almost similar f