MeintevdS wrote: »
Wow I just facepalmed myself, I did not realize almighty_gir was an engineer on this tool..
Looking good guys, tool keeps getting more awesome!
stilobique wrote: »
Very great new feature. Date for the next release ?
EarthQuake wrote: »
When it's ready. :poly124:
tungerz wrote: »
To da point (
EarthQuake wrote: »
Playing around with some new features currently in dev for 206https://dl.dropboxusercontent.com/u/499159/fisheyeflare.mp4
Joshua Stubbles wrote: »
Wat! Is that like a camera attached to an object? Whatever it is, NEAT.
JedTheKrampus wrote: »
You might want to allow us to choose between different mappings for this input that we can use for texture authoring. LaGarde and Rousier's paper on the Frostbite engine shows that they chose this mapping for their reflectance texture: f0 = 0.16 * reflectance * reflectance, which means that f0=0.04 if reflectance is 0.5 and f0=0.16 if reflectance is 1.0.Citation, page 13
This works well because it lets you go all the way up to 0.16, which important for portraying semiconductors. I'm not sure how UE4 does it, but I think it's just a linear mapping: f0=.08*specular, which is not really as good as it doesn't let you accurately portray semiconductors. Anyway, could be good to give us a choice between the two. Cheers.
Swizzle wrote: »
Is the volume fog only available with box-shaped bounding boxes, or will there be other shapes like spheres as well?
Is it going to cast shadows and/or become illuminated by scene lights?
eddietoast wrote: »
Regarding Advanced Metanless and Frostbite:
"Relectance Defines the Fresnel refectance value at normal incidence (f0) into an artist-friendly range for dielectric materials (i.e. MetalMask < 1). The lower part of this attribute
defines a micro-specular occlusion term used for both dielectric and metal materials."
So their specular offset can be used for micro occlusion for both dielectrics and metals, something UE4 does not have. Will yours support this?