1. Relevant parameters in UE-PBR material
1. Lighting
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Direct light highlights (direct-specular)
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Indirect light highlights (indirect-specular)
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direct-diffuse
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Indirect light diffusion (indirect-diffuse)
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Shadow + Ambient Occlusion (shadow+AO)
2. Surface properties
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base color
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Metallic
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roughness
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Highlight (specular)
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normal
2. The principle of light generation
1. Direct-specular
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Illumination comes from direct light;
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Reflections will be concentrated in one direction, producing highlights;
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The effect is as shown in the figure:
2. Indirect light highlights (indirect-specular)
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Lighting comes from reflected light from all objects in the environment;
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The divergence of the light source causes the highlights to also diverge;
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The effect is as shown in the figure:
3. Direct-diffuse
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The light source comes from direct light;
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reflections in all directions;
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The effect is as shown in the figure:
4. Indirect light diffusion (indirect-diffuse)
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The light source comes from the reflected light of all objects in the environment;
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reflections in all directions;
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The effect is as shown in the figure:
3. Analysis of surface properties
1, base color
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Intrinsic color is a plane map that does not contain lighting information;
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In reality, there are almost no pure white and pure black objects of intrinsic color;
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material Intrinsic color strength charcoal 0.02 green grass 0.21 fresh concrete 0.51 white snow 0.81
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Intrinsic color map:
2. Metallic
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The degree of metal, the value is between 0-1, the effect is as shown in the figure below;
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The default value in UE is 0;
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The reason for the color of the metal degree: when the metal degree is 1, the reflection degree is 100%;
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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;
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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
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The degree of smoothness, the value is between 0-1, the effect is as follows:
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Roughness map:
4. Specular
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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;
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The default value in UE is 0.5.
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The value of 0-1 corresponds to a reflectivity of 0%-8%;
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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;
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material specular factor Glass 0.5 plastic 0.5 skin 0.35 water 0.255 ice 0.224
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Specular map:
5. Normal
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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;
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Normal map: