07-28-2021, 09:53 PM
1)
PBR is using metallic workflow.
As it can be seen from the source code in the PhysicallyBasedRendering/PBRModelViewer.xaml.cs file (line 530), the base color texture can contain alpha color and can be alpha-premultiplied or not.
In case of using texture without alpha color, the PhysicallyBasedMaterial.BlendState should be set to CommonStates.Opaque and PhysicallyBasedMaterial.HasTransparency need to be set to false.
In case of using alpha texture, PhysicallyBasedMaterial.HasTransparency to true and set the BlendState to CommonStates.PremultipliedAlphaBlend or CommonStates.NonPremultipliedAlphaBlend.
2)
MultiMapMaterial is using blinn-phong shading. The specula map only defines the amount of specula color and not the color - you can set the specular color by setting the MultiMapMaterial.SpecularColor - but you can set only one color for the whole material.
PBR is using metallic workflow.
As it can be seen from the source code in the PhysicallyBasedRendering/PBRModelViewer.xaml.cs file (line 530), the base color texture can contain alpha color and can be alpha-premultiplied or not.
In case of using texture without alpha color, the PhysicallyBasedMaterial.BlendState should be set to CommonStates.Opaque and PhysicallyBasedMaterial.HasTransparency need to be set to false.
In case of using alpha texture, PhysicallyBasedMaterial.HasTransparency to true and set the BlendState to CommonStates.PremultipliedAlphaBlend or CommonStates.NonPremultipliedAlphaBlend.
2)
MultiMapMaterial is using blinn-phong shading. The specula map only defines the amount of specula color and not the color - you can set the specular color by setting the MultiMapMaterial.SpecularColor - but you can set only one color for the whole material.
Andrej Benedik

