Has LL hinted at what point in their roadmap simple reflective maps might be available?
7 comments
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Richardus Raymaker Lack of reflective map is posisble the reason why i do not get one object correct in sansar, compared to 3D-Coat.
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Chris Jackson I'd say that is definitely the reason Richardus.
I haven't heard details, but as I understand it, its just not working correctly yet. Not sure if they have to implement something else first or what. In due time.
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Richardus Raymaker I found a possible solution, it looks at least for the object i made now much better. Still have problems with soem settings in blender to get specular correct.
What i did to get at least the color a bit more back is to open the albedo and reflective map in my paint program. Then add them into one image as 2 layers.
After that i did change the blend mode of the reflective mab to Lighten and i changed in my case alpha to 50% then i did merge it back into a new albedo map and put that on the object. It removes at least the darkness and gives more the feeling of what it looks in 3d-coat.
Still reflective map need to give better result
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Lexington Lionheart Your reflective map is your "Metallic Map". This is the first time Linden Labs has given us control of lighting properties. There are no variables between Light Sources and your Metallic Map. There are several other things that play into this as well. Your "Roughness Map" which is technically a micro-surface map and your "Emissive Map". The most IMPORTANT map being your "Normal Maps". If your normal maps are NOT correct then all other maps will fail to respond as they should.
We're no longer in the days of S.L.. Specularity and Metallic (Physically Based Rendering) achieve the same exact thing in the end. It's all about understanding the other maps to arrive at the SAME end result.
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Lexington Lionheart I have achieved reflection on a marble slab... It can be done!
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Chris Jackson Yes, since the last update, we have had partial reflections, but it's only the lights, I think. I do know it is not fully implemented, and that is part of why metalness is not working fully yet.
There are 4 basic texture maps...
Base/Albedo...Normal....Roughness...Metalness.
Emissive is an additonal type map that can be used to make a glowing texture.
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Teddy I think LL still didnt make it because they want to make it fully automatic... where user no need to put reflection probes everywhere (also because some people will make too much probes).
Also need to detect some significant flat surfaces which looks bad with the standard infinite cubemap/spheremap, so that will need to use reflection maping or detect the borders of the cubemap.
Also.. it is usually complex reflection/refraction model, so that when you are code reflection - need to make it mutually with the refraction if you want to make the refraction in the project. But refraction again refers to PBR model...
And... there is currently two useful ways to make the reflection for PBR:
1. Tracing of the many rays, every frame (slow, used in Substance Painter where user can specify the quality of this way)
https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch20.html
2. Heavy "Epic Games" approximation (used in Unreal Engine)
https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
(fast, but as they described: "This isotropic assumption is a second source of approximation and it unfortunately means we don’t get lengthy reflections at grazing angles.")
Maybe not easy to choose the better way, maybe LL want to invent their own...