Basic PBR Shader Set-up
Here´s just a quick hint on setting up a basic image based PBR-shader:
Cheers
Frank
Here´s just a quick hint on setting up a basic image based PBR-shader:
Cheers
Frank
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But you can have a certain amount of AO by adjusting the "Mix:"-value - which I find pretty convenient.
Cheers
Frank
As you see in the GIF the white tones of the AO texture are skipped:
Cheers
Frank
I've added a "Ambient occlusion" channel to the PBR shader to simplify the usage of ambient occlusion textures. It will be available in v7.3b2.
I would have needed that AO channel anyways for the full glTF material support.
AO textures are only needed when you work with bump/normal mapping. When you work with real displacement mapping the self shadowing of the mesh is a simple side effect of the displaced surface.
Bye
Martin