Alternative Colored Gloss PBR Channel
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SweetShaylie Resident
First I want to say I love working with the new PBR material features, and I'm not quite sure how hard this would be to implement since I realize that PBR Materials have standards that needs to be followed, but I would love to see an extra texture box when editing a PBR material that will override the metallic layer and tint the gloss on the object.
With the current implementation of PBR we are stuck with a grayscale metallic channel baked into the ORM, with no further possibility of tinting. If we compare this to the older Blinn-Phong materials, then we had a specular texture (which could have multiple colors) and a sepparate tinting channel.
Having the ability to color and/or tint the gloss on an object, like we could with the old Blinn-Phong materials, allowed for the creating of very interesting objects that had an irridicent shine, having one color on the actual base texture and shining in a different color. This would be similar to mother of peal or certain car-paints that change color depending on angle of the light.
Due to the current implementation of PBR with the metallic/gloss layer baked into the ORM these kinds of shifting gloss materials are no longer possible to create when PBR is active.
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Polyhistor Serpente
I like several of the additions PBR brings, but at a minimum I’d hope it could reach feature parity with what Blinn-Phong already offers.
Specifically, I’d like the ability to add reflective, shiny, or sparkly effects (with optional tinting) the way I could with Blinn-Phong without making the material look metallic or like glossy plastic. With PBR, using low roughness tends to make surfaces look like plastic, and add any metallic then they appear have metal or glitter embedded in them, especially when they’re not actively reflecting a light source such as the sun or world lights.
For example, I might want my avatar’s skin to sparkle when it’s hit by sunlight, but look completely normal when it isn’t, more like a magical effect than physical glitter. With the current state of PBR, this doesn’t seem easy or even possible to achieve.
This kind of effect is very easy to create using Blinn-Phong.
Xenogeneic Moonchild
To add to this, a readily available example of it being done with Blinn-Phong is the "THIS IS WRONG" line of avatar shine. Reproducing a similar effect with PBR is especially difficult, if not impossible.
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Merged in a post from Anekroun Ryerley:
Title: Tinted speculars for PBR system
Details: I was trying to give teal specular lightning to my gold material, as I did years ago with the Bling-Phong system. Asked for helps and seem that they said me its not even possible... So, what I ask its just to give the feature of an new tint box just for the specular color over the PBR.
Dana Enyo
Maybe you're describing something else, but I'm tinting the heck out of PBR glass and it works beautifully. Lots of photos, graphics and videos on my Flickr if you're interested.
Violaine Villota
I voted for this so fast! LOL the fact i could make iridescence in SL with the BP materials is what drew me back into SL in 2017. It feels like going backwards getting a new feature that takes my favorite one away.
Well, not truly away, I'm glad we can still use the BP materials system and in fact i just had a long session of playing with textures & specular maps.
It really makes for some gorgeous color effects!
I probably won't switch until PBR has custom colored gloss maps / textures
Kristy Aurelia
As Frionil Fang mentioned, we basically need glTF Specular extension for this.
Just to add, I'd like to see it implement as per glTF spec + a small addition, a check box to toggle using texture alpha channel. This way Specular BP textures could be reused for PBR, with Alpha channel disabled, as Alpha channel in BP Specular mean something completely different than glTF Specular Alpha channel.
Kuuko Shan
This is completely possible but it's important to understand how all this works. PBR on itself is not limited to metalness and roughness. We can have, indeed, specularity with the coloring like we did before. PBR allows for many type of different map types but we just got the basic ones for now. Specularity has been talked about already as well as the upcoming, and already in the works, transmission which will make it possible to create transparent surfaces like glass (I mean real glass, not just transparent mesh lol).
That said, all that has to be added through extra extensions. There are just too many to add all of them at once so focus goes into the most important ones for now. I am pretty sure that we will see specular more soon than late because it's really necessary but for now, we need to be patient.
And for clarification, we can't simply change the way that PBR works. So, while we can have specularity at some point, it will be through its own map. The actual implementation of PBR works following the glTF standard and we can't change that or we will start having a format that doesn't actually match any other software. So, can we have specularity with PBR? yes. Will we actually get it? probably. Can we change how metalness works and change it for specular? no, we shouldn't change how these default and standardized materials work.
Celestine Ghiardie
If this was implemented it would make me shift from making my mesh clothes as Blinn-Phonn to PBR. At the moment the old system gives me much more control over fabric shine. I love the metals on PBR, but fabrics end up looking like plastic with no way (that I know of?) to tint that shine. I can tint the diffuse as I do when changing metal shine. But that will not give me the iridescent effect that was previously mentioned here.
Mourna Biziou
i have no idea if this is possible with pbr, but it's the editing feature i miss most and would be overjoyed to see it return in some capacity! you could achieve some really amazing effects with a simple specular map!
Frio Belmonte
For reference, this is covered by the glTF specular extension, so hopefully we'll get that eventually: https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_specular/README.md
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