Weeks 7-10 - PBR Shader, Substance Painter, Lighting and Rendering
Week 7 In this week's lecture we learned about PBR and Arnold Shaders. It was interesting to learn about the various texture maps that are used in the creation of the overall texture. The albedo map is used to show the main colors of the texture. The metalness map is used to represent how reflective a certain surface is. The roughness map is used to create shininess/glossiness of the texture. The height map is used to show the displacement of details in the texture, and finally the normal map is used for surface detail. We also learned about certain concepts regarding how light interacts with the textures such as energy conservation, index of reflection, the Fresnel effect and microfacet theory. In addition to that we discussed 2 PBR workflows, Metalness and Specular, and the differences between these workflows such as the texture maps used to create the final texture. Later we learned about the advantages of using PBR such as being able to produce any material, create...