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Materials define how an object interacts with light when rendered. It specifies the object's surface properties, such as color, reflection, transparency, and texture. Materials are essential for creating realistic or stylized visual effects by controlling how light interacts with an object’s surface or volume. Materials are customizable using the Shader Editor and can be assigned to objects for various render engines like Cycles and Eevee.

5 votes

What circumstances or material types should have a different specular value in a PBR workflow?

The formula to calculate what real life materials have which specular value done with following formula: $$ \mathrm{specular}=12.5\cdot\left(\frac{\mathrm{ior}−1}{\mathrm{ior}+1}\right)^2 $$ (see link) … Example Water: IOR of 1.33 => so specular is 0.25 You can find the IOR values of many materials on this site: http://forums.cgsociety.org/t/a-complete-ior-list/1070401 So you don't have to use the formula …
Sidney's user avatar
  • 409
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2k views

Problem with bringing textures from Substance Painter to Blender

As I brought this material over to blender and hooked everything up, I noticed that some things where off. This is how it looked like in substance painter(how it should look like): And this is how it …
Sidney's user avatar
  • 409
1 vote
1 answer
245 views

What height method should I use

And I have found many different ways to give my materials the scene of depth/height. And I'm sure there are some situation are better for some methods and others for other method. …
Sidney's user avatar
  • 409
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Accepted

What height method should I use

So after testing many different ways with many different materials I have found out the best ways of doing it. … Base Color map -> “ Metallic map -> “ Roughness map -> “ Normal map -> “ Subdivide mesh Displace modifier (select the height map and change strength) Extra Cycles setting: Materials Properties>Settings …
Sidney's user avatar
  • 409