PBR Workflow Conversion |
MARI Extension Pack 4 contains nodes to convert map types from one common PBR shader workflow
to another.
You are able to convert Channels from a Metal/Roughness Workflow to a Reflectance/Roughness or Specular/Glossiness workflow.
This Node will convert Inputs to Outputs:
Inputs Outputs
Base Color Diffuse
Height Displacement
Normal Normal
Roughness SpecRoughness
Metalness SpecReflectance
F0Specular SpecColor
Input Maps and Channels in the MetalRough Workflow
Output Channels in the Reflectance-Roughness Workflow into different channels or layers.
Node Properties |
If the Input 'Metal' is 1 (metallic surface), the correct diffuse color in a 'Reflectance-Roughness' Workflow
would be black. By increasing the 'Metal Diffuse Weight' more diffuse color will be added into the
'Diffuse' Output.
If the Input 'Metal' is 1 (metallic surface), the correct spec color in a 'Reflectance-Roughness' Workflow
would be 100% the 'Base Color' from a MetalRough workflow while the correct diffuse color would be black.
By decreasing the 'Metal SpecColor Weight' the SpecColor will become whiter.
If the Input 'Metal' is 1 (metallic surface), the correct Reflectance value in a 'Reflectance-Roughness' Workflow
would be the value of the Reflectance Value of the 'Base Color' from a MetalRough workflow.
By decreasing the 'Metal SpecRefl Weight' you are artificially lowering the output reflectance value.
By default the Node outputs specularRoughness - rougher surfaces are represented by higher values.
By turning on the 'Roughness to Glossiness' checkbox this behavior is inverted. Shinier surfaces are
represented by higher values, rougher surfaces by lower values.
This Node will convert Inputs to Outputs:
Inputs Outputs
Base Color Diffuse
Height Height
Normal Normal
Roughness Specular
Metalness Glossiness
Specular Level IOR
Input Maps and Channels in the MetalRough Workflow
Output Channels in the Specular-Glossiness Workflow into different channels or layers.
Node Properties |
If ticked the Specular Color for Non-metallic areas will be white. Otherwise they will inherit the reflectance value
based on the Input Specular Level (0.0 - 0.08). In most usage cases and renders this checkbox should remain unticked.
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