I have now been able to apply a nice feeling of bumps or rust or similar on a surface using a combo of bump map and roughness map on PBR, but I have some issues with textures and PBRs that Im trying to find solutions for, maybe you have some answers, these are my most pressing issues:
The issue is very easy to see with this very simple example.
In my work I need to apply 3 kinds of maps, the base color map, a bump map and a roughness map, in a PBR material. With only the base color map it is harder to see the flickering but if you look carefully it is still there. When adding the other two maps, the flickering becomes super clear.
I notice things like:
Flickering is more with 4x antialias than with 32x but with 32x is still clearly there
Flickering is more in 3840x2160 re…
experimenting with that OP snippet, using a simple ramp, I get it how in that example it is changing the texture through the W parameter,
but what I need to do is quite different so I don’t see how to go from this to what I need to do
[w]
When using PBR materials, I see this odd thing happening,
If I have some SOP geometry, and I apply a PBR to it, and I put no lights, zero lights,
I will see this grey base color on part of the geometry, even though there are no lights. And if I add lights, and apply a brown texture, still that odd grey base color seeps into part of the geometry. Where is that base grey coming from? and how can I get rid of it to make the PBR texture take all its color and brightness from the texture maps appli…
thank you