Pbs shader confusion

So here are 2 pictures the one is albedo with metal at 0 and smooth halfway.lOOKS OK.

2nd image turned metal to 1 and it goes black also if i put a white texture in the slot it turns black which seems opposite to me.

You can see the color values as the following: white = 1 black = 0

If you turn the metalness fully up( by setting the value to one or assigning the white texture) you will only get color from reflections and no defuse light. If your reflection map / reflection probe is black → The mesh color will be black.

Thx for the reply fff So you need a reflection probe at all times?.What setting would i need to get that slight shine on skin like the nose etc? what is a good setting These shaders seem to be totally opposite to how legacy worked.

In pbr / real materials is one rule, everything is shiny (even if its just a little bit).
Normally you have at least the tky reflection probe( not a object in the scene).
Its kind of difficult to see why your setup is breaking at the moment.
Just to make sure its not the model that is causing problems, you could test your material on a qube?
Yes the shader do behave a lot different then the old bling phong shading , if you do not need / want the new standard shader , you can use the old shader , they are now parked under the shader folder deprecated.

You could test a separate material with full metal and smoothness on a sphere and look if it does behave like you expect it to do.

It looks to me like there’s something wrong with the normals, even in the first pic. Can you try going to the object’s import settings and changing the normals from import to calculate?

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Is it a good idea to use normal calculate as a rule. Any downside?
Think the reflection probes are what confuses me havent used them before. Have they a lot of overhead? They seem to be the primary source of light now ?

It’s good to calculate the normals if there is something wrong with your normals :slight_smile:

Cubemaps are the primary source of reflections and metals mainly reflect things.

here is another confusing issue this is from the blacksmith package the landscape goes total mettalic when i apply the height map even though the metal and smooth are 0??

Nothing metallic about that, just the parallax effect (from the height map).

Man wrong picture i will do it again showing the mountain reflecting trust me this is not displacement distorsion.Forgot to turn the disp all the way down too grr

Ok here is the pictiure i am more than halfway up this mountain and it does not have any grass on it but you can see warped green all over it the settings are the same as the first picture except i put the displacement

slider to lowest. No probes used not even skybox.NB i am not standing in a meadow but almost at the top of the mountain and that warped grass you see is far below
Also why does the smoothness slider start at 0 reach it shinist at midway then vanish at 1? Should it not progress from 0-1 not 0-1-0