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[learn]shader and materials - Creative Core - simulate solid surfaces

by imitme 2023. 4. 5.
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목차

    https://cucucaca.tistory.com/m/100#google_vignette

    Simulate solid surfaces

    specular , diffuse , reflectivity

    Specular and Metallic

    Base Map

    fundamental principles of ligh

     

    light behaves

    bounce off of it, which is known as reflection

    pass through it, if the object is transparent;

    be absorbed by it. if the object is translucent;

     

     total reflectivity of the surface = reflection (diffuse + specular)

     

    diffuse relection 

    diffuse relection - bounce out, bounce off, escapes, non-color light is absorbed - visible color of an object

    diffuse relection - bounce out, bounceoff - visible color

    diffuse relection - URP shader calls for a Base Map

    diffuse relection - Other shader calls for albedo, Diffuse Map

     

    albedo

    - measurement of diffuse reflection

    - RGB values

    - can be translated to values for hue, saturation, and luminosity (brightness)

    luminosity of the albedo color corresponds to the amount of diffuse reflection

    hue and saturation describe the quality of light that escapes from the surface

     

    specular relection 

    specular reflection  - direct reflection - visible on shiny object.

    matals

    metals don’t have much, if any, diffuse reflection.

    on colored metals, the colored light we see is actually not a diffuse reflection - it is a tinted specular reflection.

    all of its reflection is specular

    specular reflections over the entire surface.

     

    Specularity is different from smoothness                            cf. smoothness - polish 

    Smoothness focuses the specular reflection

     

    Specular Map controls the amount and color of the specular reflection. 

    Metallic map only uses grayscale. 

     

    smoothness

    rough, roughness, gloss, glossy, flossiness, polish, shape of the light source refloected in the surface, specular reflection, blurry highlight, focused, light source in the reflection, scattered, 

     

     

     

    workflow Mode : specular , metallic

    shniy metal

      workflowMode - specular workflowMode - metallic
      specularity metalness
    shiny metal specular - 1
    smoothness - 1
    metallic - 1
    smoothness - 1
    shiny non-metal specular - !=0
    smoothness - 1
    metallic - 0
    smoothness - 1
    specular reflection -  -
    format of map 3 channel - RGB 1 channel - Grayscale (0~1)
    tint

    specular Map

    base Map
    과학적인 scientific not as scientific
    based on real-world principles of reflectivity -
    -  is easier to work with
    사용편의성 (상대적) metallic 비해 낮음
    (실 원칙을 따름,고려할요소가 3개임)
    좋음
    (실 원칙과 비슷, 고려할요소가 1개임)

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

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