PBR in UE/Unreal Engine

1. Relevant parameters in UE-PBR material

1. Lighting

  • Direct light highlights (direct-specular)

  • Indirect light highlights (indirect-specular)

  • direct-diffuse

  • Indirect light diffusion (indirect-diffuse)

  • Shadow + Ambient Occlusion (shadow+AO)

2. Surface properties

  • base color

  • Metallic

  • roughness

  • Highlight (specular)

  • normal

2. The principle of light generation

 

1. Direct-specular

  • Illumination comes from direct light;

  • Reflections will be concentrated in one direction, producing highlights;

  • The effect is as shown in the figure:

     

2. Indirect light highlights (indirect-specular)

  • Lighting comes from reflected light from all objects in the environment;

  • The divergence of the light source causes the highlights to also diverge;

  • The effect is as shown in the figure:

     

3. Direct-diffuse

  • The light source comes from direct light;

  • reflections in all directions;

  • The effect is as shown in the figure:

     

4. Indirect light diffusion (indirect-diffuse)

  • The light source comes from the reflected light of all objects in the environment;

  • reflections in all directions;

  • The effect is as shown in the figure:

     

3. Analysis of surface properties

1, base color

  • Intrinsic color is a plane map that does not contain lighting information;

  • In reality, there are almost no pure white and pure black objects of intrinsic color;

  • material Intrinsic color strength
    charcoal 0.02
    green grass 0.21
    fresh concrete 0.51
    white snow 0.81
  • Intrinsic color map:

     

2. Metallic

  • The degree of metal, the value is between 0-1, the effect is as shown in the figure below;

  • The default value in UE is 0;

  • The reason for the color of the metal degree: when the metal degree is 1, the reflection degree is 100%; 

  • Reflectance: When the reflectance is 0%, it is pure diffusion, and the color appears as the intrinsic color; when the reflectance is 50%, the color appears as 50% of the intrinsic color diffusion + 50% reflection; when the reflectance is 100%, the color appears It is a pure reflection, and the color is rendered as a multiplication of the reflected color and the intrinsic color;

  •  

  • Metalness map: The material is usually metal or non-metal, so the metalness map is usually either black or white, and the contrast is very strong;

3. Roughness

  • The degree of smoothness, the value is between 0-1, the effect is as follows:

  •  

  • Roughness map:

     

4. Specular

  • The highlight affects the reflection. In reality, the highlight value of most objects is around 0.5, and there are very few non-reflective objects;

  • The default value in UE is 0.5.

  • The value of 0-1 corresponds to a reflectivity of 0%-8%; 

  • Reflectance: When the reflectance is 0%, it is pure diffusion, and the color appears as the intrinsic color; when the reflectance is 50%, the color appears as 50% of the intrinsic color diffusion + 50% reflection; when the reflectance is 100%, the color appears It is a pure reflection, and the color is rendered as a multiplication of the reflected color and the intrinsic color;

  • material specular factor
    Glass 0.5
    plastic 0.5
    skin 0.35
    water 0.255
    ice 0.224
  • Specular map:

     

5. Normal

  • The height information of the model is recorded by the red and green channels of the map, which is a very economical method for making three-dimensional models;

  • Normal map:

     

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Origin blog.csdn.net/u011637323/article/details/125080527