목차
ㄴhttps://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
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 |
ㄴ | based on real-world principles of reflectivity | - |
ㄴ | - | 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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