How is the metallic property implemented?

Question

Hello!

I would really like to more fully understand how the metallic materials are rendered in Godot. It’s my understanding that creating reflections isn’t generally a trivial task in raster-based rendering, so I would like to read up on how Godot specifically implements this feature!

In general, any resource explaining it would be great. I will eventually be using this information to try to find research papers on the topic.

Thank you for your time!

Nevermind, I think this will lead me to where I want to go.

And this part: Introduction to global illumination — Godot Engine (stable) documentation in English

(Updating as I go through)

Okay, so it seems that the answer is Godot uses Physically Based Rendering methods (PBR materials). I hadn’t heard of this before, so now that I have a term to look up, I feel as though I can find the resources that I need.

Thank you for your time!

https://www.reddit.com/r/godot/comments/px3bmj/kind_of_a_noob_question_but_what_happens_if_i_use/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button