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Can someone explain PBR Occlusion/Metallic/Roughness to me like I'm a Golden Retriever?
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Question
Qie Niangao
So I read this part of the "PBR Materials" page in the SL wiki:
which put some idea in my head of how it works and I wanted to test it, so I made this texture:
(the right half is full alpha but has RGB channels too)
and tried painting it on the Materials/Roughness glTF Material of a purple-tinted cube and lighting it with a projector and I saw this:
The alpha channel had no effect, exactly as expected from the spec, so that's cool. And I can understand the red channel's "occlusion" effect: the unlit side is still visible, corresponding to the glTF spec text: "The red channel of the texture encodes the occlusion value, where 0.0 means fully-occluded area (no indirect lighting) and 1.0 means not occluded area (full indirect lighting)." That's informative for me because I'd naively thought of Ambient Occlusion as a shading effect, when it's kind of the sign-reversal of that. So far, so good.
But I didn't expect what this shows for roughness (green) and metallic (blue). What I expected was the blue area very shiny and reflecting projected light as purple, the color the base color is tinted, or white, the base colormap itself. Instead, that part of the surface is black. The green "roughness" channel seems to slightly lighten the surface color where lit, but barely detectable…
… until I line up the lighting just right to really see the specular "shine" itself, and then I get some effect of both roughness and metallic, but with a strange roughness outline effect I don't understand:
Here the blue/metallic channel does show the specular lighting reflection as a kind of purple glow, and the green/roughness channel looks completely matte to that specular lighting, so I guess that's just what metallic / roughness means. But the edge of roughness (both pure green and the green-inclusive white "alpha ->" text) shows that white outline when lit and I don't know how to think about that.
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