Physical Baised Materials [UDK]

polycounter lvl 9
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AlanSMitchell polycounter lvl 9
I was just doing some tests in UDK to see if I couldn't figure out physical biased materials.



Right now the material is pretty clean and basic so far if anyone has any ideas to improve it I'm all ears.


  • AlanSMitchell
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    AlanSMitchell polycounter lvl 9
    to the best of my knowledge a straight technical artist might be better for making an example of this but I had fun creating this. I'm thinking if I choose to implement this I will need a reflective map to dictate where the reflectivity is. I've heard others refer to it as a roughness map.
  • marks
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    marks polycounter lvl 10
    PBR requires code changes to work correctly, basically.

    Check this thread:
  • almighty_gir
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    almighty_gir polycounter
    you need changes to the lighting system for it to work correctly, but you can still make a reasonable estimate.

    also, i would interpret the maps as the following:
    Albedo ~ Diffuse
    Roughness ~ Gloss
    Reflectance ~ Specular

    the reason for the difference in terms is probably as follows:
    Albedo is pure colour, no lighting information baked in like we do currently with diffuse maps.
    Roughness is calculated in a specifically measured way and requires a 0-1 input only. Gloss can interpolate that input to a greater range where Roughness "shouldn't".
    Reflectance is again, a measured value for a material. there are plenty of sources online which you can get the measured reflective colours for various materials. typically speaking, most non-metals fall into a white 0.04 range, while metals (having no albedo and being pure reflection) have much higher, coloured reflectance. Specular is something that, along with gloss, artists have to fudge to get a pleasing look.

    overall, PBR is more about measured results rather than mixing in 3 different maps in different proportions to achieve a look.
  • AlanSMitchell
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    AlanSMitchell polycounter lvl 9
    I feel dumb for trying ^^ haha
    Humm I assume the next Unreal will have it imbedded into the code guess I'll just have to wait till that comes out. :/
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