
Multiple-scattering between substrate and interface (the real It should modelīackscattering that depends heavily on reflections.

everything stays together just byĬonservation and fresnel reflectance factor). The whole physically based model if there's something like that at all

You do probably Basically it's a broken thing and really not I mean what's better than get visualįeedback while you paint in your channels, you'll see in an instantĪbout diffuse roughness. You better answer some of these questions yourself by doing a little Should it be left on 1 when using the Substance PBR workflow? Why? Or they should be connected to a map?

So if I know my material is, let say, bronze, I can find out the exact rgb values from the internet.īut what if my material is rusty, so the Metallic Map from Substance has a mix of areas of black and white.

If you are using a set of PBR maps from Substance, so Base Color, Metallic, Roughness and Normals,what value or map should be used in I have 3 questions on the PBR Workflow using maps from Substance Painter or Substance Deaigner in Arnold 5:
