Hey guys. So I've been struggling a lot with the PBR workflow and I simply cannot get results like Marmoset.
I have a few questions:
1. Apparently Specular isn't what it seems in UE4 and shouldn't be touched... so how would I define the reflectivity? - I read it's meant to be defined in roughness/glossy but that confused me further.
2. Is roughness meant to be opposite in UE4? I used OneMinus and it kills reflections.
3. Is there a way to build lighting on selected/specific meshes? I built a scene without lightmaps and previewing it a problem.
Thanks!
Replies
2) In UE4, roughness of 0 = perfectly smooth, roughness of 1 = maximum roughness.
3) If you want to emulate Marmoset's lighting without baking lightmaps, you can use a combination of a skylight with an HDR cubemap plugged in, plus regular lights with Movable mobility set.
More info:
http://www.marmoset.co/toolbag/learn/pbr-theory
http://www.marmoset.co/toolbag/learn/pbr-practice
^The above is TB specific but has a lot of general information that applies to UE4 as well, like explanations of what the various map inputs do.
Btw it is on 30 percent sales now, grab it before too late!
http://www.polycount.com/forum/showpost.php?p=2066071&postcount=1612
When I have time iI want to polish it off, give it some ui buttons, and will realese it in the tech talk section.
That Substance video Hermit posted looks great. I may have to check that program out.