Author Topic: Metalness Implementation + specColor  (Read 1837 times)

Hi,
I have a little bit of an Implementation Question regarding Metalness Workflows.

In cases of Metalness = 1.0 the reflectance value is taken from the albedo map - so is the specular color to tint the highlights.
My question is if the specular color is taken at the same value that it is in the albedo or is it set to 1.0 first and then used ?

Example:

A Pixel in my Albedo Map has a Hue/Sat/Value of 0.6/0.6/0.6
With metalness = 1 the reflectance value is 0.6.

But is specColor

a) 0.6/0.6/0.6

or

b) 0.6/0.6/1.0 (to not dim the specular) ?


Thanks, Jens

If metalness is 1, then the material is a metal and the diffuse reflectance should be 0, and the specular color should be whatever color is in the base color texture (so if your base color is (0.6 0.6 0.6) in HSV, so should the specular color be).

Thanks for the ultra-fast answer !
(was refering to specular reflectance value btw when I was taking about reflectance of 0.6)