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Wrong PBR Metalness-Texture and -Defintion in the Documentation?

Discussion in 'Documentation' started by simonschreibt, Oct 5, 2017.

  1. simonschreibt

    simonschreibt

    Joined:
    Apr 13, 2017
    Posts:
    6
    Hi,

    I was looking for the Unity-PBR-Implementation and found this. At the bottom of the page you'll find a gray-scale texture and they explain that leather uses gray values to define the metalness.

    https://docs.unity3d.com/Manual/StandardShaderMaterialParameterMetallic.html



    But this is wrong, isn't it? The metalness should either be white or black. That's what many (if not all) other articles about the metalness-roughness/smoothness-workflow teach and also other Unity-Sources speak in that way. For example (at 5:13):

    https://unity3d.com/learn/tutorials/modules/intermediate/graphics/substance/01-01-understanding-pbr

    Also, in this explanation about the Unity-Standard shader, the metallness-texture is shown and in that case it's correct: only black or white values are used - no in-between to define the metalness (at time 8:45):

    https://unity3d.com/learn/tutorials/topics/graphics/standard-shader

    It can of course be, that the picture above shows the roughness/smoothness-texture but this is not clear. To me the text sounds like, that the leather should use gray color values to define the metallness:

    "It sais "The leather straps are shinier than the leather body of the box, however they have a low “Metallic” value, so it appears to be shiny non-metal surface."

    Do I oversee something?

    Simon