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Specular and smoothness Unity 5

quad damage
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kanga quad damage
Hi

Love the reflection in unity 5 and the normal map interpretation, but am having trouble getting good results with the standard shader specular workflow. I can put my gloss map in the alpha channel of my specular map and it works but only the metal sections seem to come through properly, the rest of the model is dull. Pumping up the gloss map brightness helps but Im not really getting an attractive result. Its like the specular map has no effect on the shader.

How are you all handling your specularity and smoothness maps? Any words of advice appreciated.
Thanks in advance.

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  • Devil_Inside
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    Are you using the Unity5 export profile in DDO? I was getting very similar results.

    Also, I've heard rumors that Unity is going to slightly change their shaders or have already started changing them, so that export profile might not be 100% accurate.
    However I've also heard that 3DO is going to migrate to Unity 5 shaders in one of their next updates, which means that the results will be identical in both DDO and Unity5.
    Hopefully someone from Quixel can post more info on that subject.
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