My experience from the Filament rendering software is that designating a material as "metal" basically means that it does not reflect diffuse light, except for ambient light. But in Ogre, when I say
My metal looks somewhat better if I set a medium-gray cube map as a PBSM_REFLECTION texture. But that's not ideal because it's not affected by the amount of light.
, but I left brdf at the default setting. The documentation of the various BRDF settings don't mention anything about some of them being compatible or not with metal.
By the way, the documentation on setWorkflow talks about textures, starting:
The texture types PBSM_SPECULAR & PBSM_METALLIC map to the same value.
When in metal workflow, the texture is used as a metallic texture, and is expected to be a monochrome texture.
It should be OK to use a metallic material that is not textured, right?
jwwalker wrote: ↑Sat Nov 20, 2021 6:14 pm
It should be OK to use a metallic material that is not textured, right?
Yes.
The documentation just says that if you're using a texture, whatever was bound to "PBSM_SPECULAR" becomes "PBSM_METALLIC" (since they're literally the same value in the enum) and if there is something bound, we expect it to be monochrome (unlike specular which can be either coloured or mono and makes sense in that workflow)
, but I left brdf at the default setting. The documentation of the various BRDF settings don't mention anything about some of them being compatible or not with metal.
Sorry, It was late and I didn't read your post properly.