Sebavan

Metallic Workflow

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Metallic workflow is now supported by the BJS PBRMaterial:

http://www.babylonjs-playground.com/#12CWQQ#0

You can now precise your metallic texture and what channel to extract the roughness from with those properties on the pbr material:

        material.metallicTexture = new BABYLON.Texture("https://dl.dropboxusercontent.com/u/55657011/metallicmerge.jpg", scene);
        material.useRoughnessFromMetallicTextureAlpha = false;
        material.useRoughnessFromMetallicTextureGreen = true;

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Get substance painter or a similar program or even nvidias pbr 3D photoshop plugin.  Or yeah quixel is good as well but remember you will still tweek your settings on the shader.

 

super sweet to see you use my model @Sebavan thanks for hooking this up for us! I'm impressed with the result.

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On 12/19/2016 at 2:42 PM, Pryme8 said:

Or yeah quixel is good as well but remember you will still tweek your settings on the shader.

ok, thks...I will verify again. 3DO is showing me identical look so not entirely sure if its shader or texture generation discrepancy.

 

On 12/19/2016 at 7:24 PM, Wingnut said:

You modeled that gun, @Pryme8?  Nice! 

And, welcome to the forum, @phaselock.

Thanks for the feature contribution, @Sebavan.

I think @Pryme8 was referring to the helmet in the OP. Thanks for the warm welcome tho @Wingnut

Cheers.

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Hi there;

I'm using Substance Painter to make PBR textures with Metallic/Roughness workflow and wanted to try to make some shaders with the Babylon.js Editor...

The Editor seems to be outdated because  there is no metallic texture parameter in the PBR material.

It will be updated anytime soon?.

Thanks in advance.

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Excuseme but I've been out of the forums for a time.

Thank you Luaacro very much for this great improvement in the editor.

For us, coming from the pre-renderized side of 3D CGIs, PBR is the way to go in RT.

Best regards.

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