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Thank you Arno, I have a Vague Idea of what it is used for, will do some testing to figure out exactly how it works.Hi,
The new material property in the MDL file is that there is a flag indeed that indicates of the metallic map has reflectance, which is stored in the blue channel of the metallic map.
I don't know enough about modelling with PBR materials to say how you would have to use it though. I just know what is stored in the MDL file.
Looking at the SDK documentation, I can not find any reference to the blue channel. Have you managed to see how this is handled and what the effect is? Is it a channel that one can use to define the reflectivity of the surface? If so what are the reference values? Is it white for full reflection and black for no reflection or vice versa?
I have experimented a bit with the new map in V5. I’ve created small building with a non-metallic service as walls, aluminium window frames and windows and slides the building in 3 parts. All parts of the ‘old’ PBR materials were the same, except from the reflectance to see what the effect was. You don’t see a massive difference, except from then there’s a stroke light, a light like a sun rise which comes in on the service on a shallow angle. I used the RGB values I found in this article: https://academy.substance3d.com/courses/the-pbr-guide-part-1 Quite an interesting read I’d say. Don’t know if LM implements the concept described in the article the correct way though. The concept is talking about an RGB value, where as P3D’s engine uses only a BW value, the one that’s displaying the blue channel. The way I’ve worked was converting the value of, let’s say 50, 50, 50 for a brick wall to 0,196 value for the Blender input. As 255 is 100%, then 50 is 19,6% of a 255 value of a color. This results in a dark gray color, so very little reflectanten. The result of my test came out quite nice if I say so myself.
And don’t forget to read the part two, it’s worth your time!
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