Pbr Glass Texture

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    Thansk EarthQuake!
    this helps me a lot to understand how to create the glass i want
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    I posted in the thread linked below about setting up a glass shader in Cryengine, hopefully that helps you as well.
    http://www.polycount.com/forum/showthread.php?t=146688
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    Sorry to bump an old thread, but how does metalness work on all this? I'm being told just to up the metalness for the Spec Highlight. Is this incorrect?
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    Sorry to bump an old thread, but how does metalness work on all this? I'm being told just to up the metalness for the Spec Highlight. Is this incorrect?
    That would be physically incorrect. (But its possible for aesthetic reasons you may want to increase its specularity for brighter F0 reflections)
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    Metalness of 0 means a reflectivity of 4%, and standard glass has a reflectivity of 4%, so yeah, upping the metalness isn't going to give you more realistic glass. Special types of glass have coatings to be even less reflective, down to about 1%.
    If your glass looks wrong with metalness = 0, you probably need a better shader rather than a tweak to the reflectance, specifically a refraction shader as that is the key component to selling glass.
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    Hey just for clarity. Does water follow this same principle in PBR as Glass (as in being non Metallic).
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    Yes, the specular reflectance is a bit different iirc but in terms of textures the Shader expects they're likely to be similar in most cases