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报告翻译问题









You mention that the metalness map must be binary. Does that mean it would be challenging to have materials where you have metal as a base and a painted coat layer ? Basically playing with scratching the coat and revealing metalness. Because this would mean scratches need to be binary and that looks a bit weird.
Does that mean metalness is more about having entire UV islands as metal or dielectric ?
In the workshop guidelines they mention Material Mask is a grayscale texture. Here you show an example where the red channel is used to define metalness. If I understand correctly, Valve does not use the traditionnal mix of Roughness and Metalness in one texture but 2 separate grayscale textures instead.
Is Valve permissive in your experience on that matter ? From my experiments with the workshop Valve uses only the red channel for the material mask. So I'm a bit confused whether use a red/black map or black/white map.
Thanks a lot for your time !
Серкью самый крутой