{"id":10108,"date":"2024-07-13T01:08:52","date_gmt":"2024-07-13T05:08:52","guid":{"rendered":"https:\/\/www.sceneri.com\/?post_type=sceneri-pro-docs&p=10108"},"modified":"2024-10-17T14:06:34","modified_gmt":"2024-10-17T18:06:34","slug":"realistic","status":"publish","type":"sceneri-pro-docs","link":"https:\/\/www.sceneri.com\/sceneri-pro-docs\/materials\/realistic\/","title":{"rendered":"Realistic"},"content":{"rendered":"
Physically based rendering (PBR) is a technique for rendering images that simulates the way light interacts with real-world materials. PBR is based on the principles of physics, such as the laws of reflection and refraction. This allows PBR to produce images that are more realistic and visually appealing than traditional rendering techniques.<\/p>\n<\/div>
PBR is a powerful technique that can be used to create realistic and visually appealing images. It is becoming increasingly popular in video games, architectural visualization, and product design. If you are interested in creating realistic images, then PBR is a technique that you should consider.<\/p>\n
The metalness workflow is defined by a set of channels that are fed to a sampler in the PBR shader as textures. The maps specific to the metal\/roughness workflow are the base color map, the metallic map, and the roughness map. We will discuss each of these map types, which are common to both workflows. The Sceneri PBR shader also uses a normal map for displacement mapping.<\/p>\n<\/div>
In the metal\/roughness workflow, the reflectance value for metals is stored in the base color map, alongside the reflected color for dielectrics. The BRDF handles reflection at grazing angles. A metallic map is used as a mask to differentiate between metal and dielectric data found in the base color map.<\/p>\n
The base color map is an RGB map that can contain two types of data: diffuse reflected color for dielectrics and reflectance values for metals. The color that represents dielectrics represents the reflected wavelengths of light. Reflectance values are present if an area in the metallic map is denoted as metal (white values). This allows for a more realistic representation of materials, as different materials have different properties when it comes to how they reflect light.<\/p>\n<\/div>
The metallic map is a grayscale texture that defines which areas of a material should be treated as metal. It is used in conjunction with the base color map to tell the shader how to interpret the data found in the base color map. Black areas in the metallic map are interpreted as non-metal, while white areas are interpreted as metal. This allows for a more realistic representation of materials, as different materials have different properties when it comes to how they reflect light.<\/p>\n<\/div>
A roughness map describes the surface irregularities that cause light to scatter in different directions. This scattering is what gives a surface its matte or glossy appearance. Rougher surfaces will have larger, more diffuse highlights, while smoother surfaces will have smaller, more focused highlights. The total amount of light reflected by a surface is the same regardless of its roughness, but the way that light is reflected is different.<\/p>\n<\/div>
Normal maps allow 3D graphics cards to simulate the appearance of bumps and dents on low-resolution models. This is done by storing the projected details of a high-resolution model in a RGB map, where each component corresponds to the X, Y, and Z coordinates of the surface normal. The graphics card then uses this information to calculate how the light should be reflected off the surface, giving the illusion of depth and detail.<\/p>\n<\/div>