You can change BRDF from beckman to GGX for metals,GGX is a microfacet distribution. It has a sharper peak and a larger tail than Beckmann. GGX is suitable for modeling light reflection from surfaces more realistically. Substance plugin : https://www.allegorithmic.com/substan... Free substance materials : https://share.allegorithmic.com/ Metalness vs Specular workflow : The biggest difference between the two workflows is how the diffuse and reflectivity content is defined in the texture maps. In the specular workflow, these values are set explicitly with two unique texture maps. The metalness workflow on the other hand, uses the albedo map to define both the diffuse and reflectivity content and the metalness map to define whether the material is an insulator or a metal. The reason for this is that metals conduct electricity, which means that most photons (which are electromagnetic waves) reflect off the surface, and any photons that pass through the surface are absorbed rather than diffused, so metals typically do not have a diffuse component. Insulators on the other hand reflect a very small amount of light (~4%) and much of the of light that hits the material diffuses or bounces around the surface creating an even distribution of color.In practice, this means that much or even all (if your texture has only metals or insulators but not both) of either the diffuse or specular map will be wasted information, so the metalness workflow is usually more efficient. However, one of the drawbacks to storing both diffuse and specular content in the same texture is artifacts along material transitions. (Reference : Marmoset,Arnold-rendering)
You can change BRDF from beckman to GGX for metals,GGX is a microfacet distribution. It has a sharper peak and a larger tail than Beckmann. GGX is suitable for modeling light reflection from surfaces more realistically. Substance plugin : https://www.allegorithmic.com/substan... Free substance materials : https://share.allegorithmic.com/ Metalness vs Specular workflow : The biggest difference between the two workflows is how the diffuse and reflectivity content is defined in the texture maps. In the specular workflow, these values are set explicitly with two unique texture maps. The metalness workflow on the other hand, uses the albedo map to define both the diffuse and reflectivity content and the metalness map to define whether the material is an insulator or a metal. The reason for this is that metals conduct electricity, which means that most photons (which are electromagnetic waves) reflect off the surface, and any photons that pass through the surface are absorbed rather than diffused, so metals typically do not have a diffuse component. Insulators on the other hand reflect a very small amount of light (~4%) and much of the of light that hits the material diffuses or bounces around the surface creating an even distribution of color.In practice, this means that much or even all (if your texture has only metals or insulators but not both) of either the diffuse or specular map will be wasted information, so the metalness workflow is usually more efficient. However, one of the drawbacks to storing both diffuse and specular content in the same texture is artifacts along material transitions. (Reference : Marmoset,Arnold-rendering)
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