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How do the reflectance values combine with the albedo/metalness/roughness maps?

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5 comments

  • Jonathan (Community Manager)

    Hi ziconic - I'm not sure I follow here. Could you post some images to demonstrate?

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  • ziconic

    I was referring to the colors that you can pick for Albedo, Metalness and Roughness (i.e. the filled circles shown to the right of the respective channel). These colors seem to combine in some way with their corresponding channel map, but I don't understand the relationship between the two. Thanks for your help!

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  • Jonathan (Community Manager)

    Those colors define the channel's values, unless they're controlled by a texture. If a texture is being used, the colors used will modulate the overall texture value in a manner similar to an overlay blend. You can see how the adjustments change the final product by viewing the individual channels in Mixer while you adjust them.

     

     

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  • ziconic

    Thanks for clarifying that the color is mixed with the texture using the overlay blend operation. It looks like, if the color is the same as the average color of the texture, then the texture is left unmodified. This is the color that is assigned when you choose "Reset Color" from the popup menu. So the math is a bit more complex than a straightforward overlay blend. 

    If it is possible to publish the exact math equation that is used to calculate the final modulated texture color from the texture + channel color (and include it as part of the documentation), I think it will be very helpful for understanding how it all works. Thanks again!

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  • Jonathan (Community Manager)

    I don't believe we have a mathematical value to publish for it yet as it's a work in progress. We may change that in the future. 

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