[ENHANCEMENT] Additional Map types for 3D models
- Reflection Maps - OK, this is hard to implement since the Specular Map is currently doing double duty, but the workaround there is for the updated Hitfilm to simply assign the same map and values to any older projects.
- Refraction Maps.
- Opacity Maps - useful for free models where only one material is used and that single material covers metal and glass. Also great for a lot of the tree models out there that use a low-res texture mapped poly for leaves rather than a ton of geometry.
- Emission Maps/Self-Illumination Maps- Already have emission color. Also really helpful for anyone animating, say, a Star Trek ship in Hitfilm so we don't have to attach all the spotlights on the hull.
- AO Maps (in the long run, would an AO map render faster since Hitfilm would no longer have to calculate it?)
- Metalness Maps.
(Digression rant: OK, the term "PBR" has become generically overused to the point of being meaningless. Both the Blinn-Phong and Cook-Torrance render engines in Hitfilm are PBR models. Cook-Torrance is more advanced, of course. Lambert is another PBR engine. The engines being generically referred to as "PBR" are "Distributed BSDF" render engines - based off a Disney-developed algorithm. To anyone else reading this, STOP SAYING "PBR!" End of rant)
Ok, now that's done... Different maps are optimized for different render engines. Metalness and Specular are quite similar, and having both might be meaningless in Cook Torrance. As already mentioned, since Hitfilm generates it's own AO, maybe we don't need AO maps. if I had to pick three they'd be:
Second digression, and this is more for users than the devs. Here's a link to a discussion of the development of the Principled BSDF physically-based rendering developed at Disney Studios. You'll notice mention is made of several different "PBR" render engine types, and you'll see a graph comparing the render performance of several different PBR engines, including the Blinn-Phong and Cook-Torrance engines used in Hitfilm (I TOLD you Hitfilm already does "PBR."). Actually, this might be useful to the Hitfilm devs!