Hello guys,
iam new to UDK and i imported an asset of mine and wanted to set up my in dDo created textures for it.
I created a new material and filled it with my textures and i got a diffsue, normal, ao,spec and gloss one.
But iam still confused where to take the spec and the gloss one, the other textures are clear where to put them.
The first one who is not linked is my gloss and the second not linked texture is my spec. Where does i have to put them?
Greetz
Replies
http://www.marmoset.co/toolbag/learn/pbr-theory
http://www.marmoset.co/toolbag/learn/pbr-practice
It takes roughness maps which work like gloss but inverse (black is polished, white is 100% matte, and metalness input instead of specularity). You'll also want to make sure your normal is Y- when you put it in UE4.
that are the answer i needed
Greetz
What's the difference between blinn-phong and GGX?
Well, basically:
i'd like to preface this post by saying i have no idea how quixel are calibrating their cameras, nor do i have a hard and fast rule for converting from blinn-phong to ggx in terms of math (but it's something i'm working on).
but what i've observed is that if you take the quixel material for any of their metals (dirty steel, tin etc.) and check how they look with a blinn-phong shader vs ggx, they come out looking amazing with blinn-phong but almost concrete-ish with ggx.
this to me says that some conversion needs to be done between the two values rather than simply inverting the gloss map that quixel spits out and using it as roughness.
examples, Blinn-Phong on the left, GGX on the right:
brushed metal
galvanized metal
dirty steel
dusty metal
aluminium
tin
and here's that last one after i added a slight curve adjustment to the gloss map.
and here's the shape of the curve i used.
By the way, does the new Quixel 1.3 update account for any of this?
Also, are you adjusting the gloss curve by hand or is there some kind of math involved?
and i did the curve by hand because my math isn't reliable at this point for an accurate conversion, so i eyeballed it.