The key rules to follow when creating materials for StemCell include: PBR Metallic workflows us BaseColor, Metallic, and Roughness. Specular/Gloss workflow uses Diffuse, Specular, and Gloss maps. Providing textures for both workflows gives maximum portability between the two types of outputs. Unity, Unreal, Lumberyard, etc.) require PBR Metallic textures. V-Ray, Mental Ray, Arnold, etc.) require Specular textures, and most real-time engines (i.e. StemCell requires both Specular and Metallic texture maps be created since most offline 3D renderers (i.e. You will notice the terms Specular workflow and Metallic workflow mentioned quite a bit when talking about StemCell models. To assist you, we’ve created a special HDRI with calibrated values and zero color information.īy using the supplied HDRI, you will not have to worry about incorrect values causing the image to be too bright or too dark, and you will not have to worry about colored lights or objects bouncing unwanted color information onto your model. Since StemCells are physically based, you’ll rely exclusively on HDR images for lighting your scene. It is extremely important to work within a calibrated lighting environment when creating textures and materials for StemCell models.
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