
^ Appendix B is good, talking about how roughness must be defined in slope space for GGX.ĭesigning Reflectance Models for New Consoles. Importance Sampling Microfacet BRDFs using VNDF. But this is all just food for thought really.

Whatever Vray is doing is ad-hoc unless they've already managed to implement such a new thing (and I haven't seen a ton of discussion on it for anything outside research yet).

The most important takeaway is that the distribution of energy between specular and diffuse for any given roughness should use an identical microfacet method and be able to be sampled analytically. They can ad-hoc subtract energy in order to try to balance the equation but it's not a match to the correct, microflake based form. The volumetric solution was the SGGX Microflake Distribution from early 2015 which I've linked further below.Īnyways, for that reason it was not possible to create true lambertian microfacets using a GGX NDF, only a few complicated, but not particularly accurate, numerical approximations that can't correctly conserve energy, which is was why I brought up the Energy preservation mode.
#CORONA TO VRAY CONVERTER SCRIPT PDF#
Until the point that the above paper came out GGX had no analytic solution for diffuse microfacets without a volumetric representation, first well covered in 3.4 of the full-text pdf here: This also correctly allows for the interesting property of diffuse anisotropy. It accomplishes this by considering the surface as a boundary for an underlying arrangement of 3 dimensional microflakes. ^ Allows specular + diffuse GGX microfacets to be analytically sampled for surfaces + for an arbitrary number of multiple scattering events. If the diffuse BRDF and specular BRDF aren't identically formulated (meaning they are derived from exactly the same microfacet description) then the microfacet model is broken and energy conservation must be applied more like an arbitrary clamping. Energy conservation is dependent upon the formulation of the BRDF problem. So it's important to interpret all these maps the same way in SD and in the renderers to get the same result on both sides. This workflow is not specific to SD, it the general convention. There is no reason to edit/view these maps as sRGB, it would result in a loss of quality.

the maps containing other information (roughness, glossiness, metallic, normal) are interpreted as linear (no linearization, the value are read as they are) Working in sRGB for these maps is logical because this is the way we view the images we might use (photo). the maps containing color/lighting information (basecolor, diffuse, specular) are interpreted as sRGB and are consequently linearized in the shader before the lighting computation. And our pbr shader interprets each channel a different way: The important thing to understand is how you visualize all these textures: Through a shaded 3d view. Hi, I want ask, everything in PBR workflow in Substance Designer is sRGB, our imported textures (in 99.99%),
