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PBR ensures materials behave realistically under varying lighting conditions by adhering to energy conservation and real-world physics.
Metal/Rough vs. Specular/Glossiness Workflows
Metal/Rough (Modern Standard)
Base Color: Diffuse albedo (non-metals) or reflectance value (metals).
Metallic Map: Binary (0 = dielectric, 1 = metal).
Roughness Map: Controls microsurface scatter (0 = smooth, 1 = rough).
Advantages: Simpler workflow, widely supported (UE5, Unity, Substance).
Specular/Glossiness (Legacy)
Diffuse Map: Only for non-metals (metals are black).
Specular Map: Defines F0 reflectance (e.g., 4% for plastics, 50-100% for metals).
Glossiness Map: Inverse of roughness (1 = polished, 0 = matte).
Use Cases: Older engines (e.g., Marmoset Toolbag).
Microsurface Details
Anisotropy: Simulates directional roughness (e.g., brushed metal, hair).
Clear Coat: Adds a secondary glossy layer (e.g., car paint, varnished wood).
2. Procedural Texturing
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Procedural textures are generated mathematically rather than from bitmap images, allowing infinite resolution and dynamic adjustments.
Node-Based Shading (Substance, Blender Nodes)
Substance Designer:
Non-destructive workflow using procedural nodes (Noise, Gradient, Warp).
Advantage: Seamless tiling, easy iteration.
Blender Nodes:
Shader Editor combines textures/math for complex materials.
Example: Mixing Noise + Musgrave for organic surfaces.
Tiling & Masking Techniques
Tiling: Avoids repetition via:
Triplanar Mapping: Projects textures along 3 axes (good for terrain).
Variation Layers: Overlaying multiple noise patterns.
Masking: Combines materials (e.g., dirt on concrete) using:
Vertex Painting (real-time engines).
Gradient-Based Masks (slope, curvature).
3. Displacement & Parallax Effects
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Enhances surface detail beyond normal maps, adding geometric depth.
Tessellation vs. Parallax Occlusion Mapping (POM)
Tessellation: Subdivides geometry at render time.
Pros: True geometric detail.
Cons: High GPU load; requires adaptive algorithms.
Parallax Occlusion Mapping: Fakes depth via ray-marched heightmaps.
Pros: Lightweight; works on low-poly meshes.
Cons: Artifacts at extreme angles.
Vector Displacement (ZBrush to Renderer)
*Stores 3D direction + magnitude* (vs. heightmap’s 1D data).
Use Case: Extreme deformations (e.g., wrinkles, sculpted details).
Workflow: Export as .EXR from ZBrush, apply in renderer (Arnold/Redshift).
Key Takeaways:
PBR Workflows depend on engine compatibility (Metal/Rough for modern pipelines).
Procedural Texturing offers flexibility but requires node-graph expertise.
Displacement Choices trade performance for fidelity (Tessellation > POM > Normal Maps).