PBR check

Discussion started by kremiansky

Hello, I'm making 3D models with pbr textures, and the vast majority of them are not passing the pbr check, because I don't include the blank metalness channel. For example if I have a sack, or wooden post, or something like that, that has blank black metallic, it goes without saying it should not be included, as using it in a material is a waste of resources. It's equally useless as including opacity for brick wall.
Do you think it's a good idea, to just have some sort of tickbox for textures with valid channels, or something else to pass validation for potential clients?

Answers

Posted 5 months ago
0

PBR - you must include basecolor, metal, normal, occlusion & roughness. Simple as that. Even if some of your textures are pure white or black it doesnt matter, its the requirement as per the standard (not just for CGT). This way the material behaves correctly in real-time. Dont worry about the resources since a black metal texture is like 10kb so it doesnt use much really.

3DCargo wrote
3DCargo
Also remember for ORM workflow (occlusion, roughness, metal packed into a single texture) it needs something to pack, otherwise you end up with a blank channel which should not be an alpha but a 0-255 value. Lots of real-time packages and platforms can package your ORM for you but without one of them you are missing a component, thus you throw errors. Its a standard for a reason.
RedoyRajoan wrote
RedoyRajoan
Wow man your comments are really insightful, So packing PBR textures for example UE packed textures can pass as PBR textures ? I also provided Textures that are compatible with Blender with all the channel you have mentioned above. Is there any other thing I need to be careful for? Thank you for your time!
kremiansky wrote
Interesting! what if the models are high poly and PBR that's for prerendered engines, that doesn't use Occlusion, and metal is always black by default and doesn't need to be packed? I think PBR is not quite a "game ready" term anymore
3DCargo wrote
3DCargo
@RedoyRajoan - if you want to provide ORM then also provide the originals (unpacked). Just gives the customer more flexibility in their workflow. @kremiansky PBR is just Physically Based Rendering, game or real-time call it what you want but those are the specs. If your specific engine enables you to omit metal or occlusion great (for example not required in vray/corona), but GLB/GLTF do require those textures and its the safest way to ensure your customers have everything they need from day 1.

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