Hey, I'm currently working on a variety of foliage assets - however the tutorial series I have been following is for UDK, whereas I'm working in UE4. It hasn't been a problem until now - creating materials. There isn't a custom lighting input, apparently because of the use of deferred rendering in UE4.
I'm trying to hit the quality of the below image -
Skyrim Mod:
However this is what I have at the moment -
Grass:Shader Network:
Any ideas for giving my grass a good quality boost to get that specularity? I'm a bit lost as I'm quite new to PBR and how to change UDK workflow to fit UE4.
Thank you! :poly142:
Replies
Things I might try -
- Turn your Roughness down from .8, give it a little more smoothness.
- Put in a proper normal map, right now there's nothing but the geo for the lighting to calculate, so you're only getting whatever is there in the geo instead of interesting layering.
-You might try tossing in like a .05 or something in the metalness or putting in a spec value to boost the highlights that come off the grass. For extra oomph, put in a Two-Sided node and have one side brighter than the other, as the underside of grass blades tend to be rougher than the side with all the photosynthesizing cells.
-Lastly, you're going to want to mess with the post-process settings, mainly colour correction and SSAO, but that should be your last step after you really dig into the materials and get it looking sexy.
I don't know how you went about creating your grass texture so far, but in my experience modelling high res grass (or making it out of fibers, or a combination) is a lot more effort than painting it in photoshop, but so worthwhile since you're able to get so much more out of the engine's lighting with nice, clean, accurate normal maps.
Thanks for the feedback man. I think it's mostly the lack of a normal map, however the geo of my grass blades in maya don't have the hard edge of a grass blade, so I'll have to start from scratch haha. No worries though, if that's what it takes eh! The roughness is so high because there's like a collective circular gleam if it's any lower, but I figure that's because of the lack of surface definition - a normal map! Once I get that puppy in I can boost the smoothness.
@Ramseus
That's great, I didn't know that - as you could probably tell! Thanks for that tip. I'm going to restart and create my geo with some hard edges in the middle (like most grass) as my current geo is pretty rounded. Thank you for the pointers!
@JedTheKrampus
I am, but you had me doubt myself for a second there haha. Thanks for the tip
If you're following the 3dmotive foliage series, then I'm the voice in the video
I haven't had a chance to dig in into UE4 properly yet, but I've been doing a lot of foliage in CryEngine these past few months, so I can offer you some general tips on how to make your foliage look more next-gen.
1. Make sure you have a normal map for grass and leaves. Ideally you want your high poly meshes to point towards odd directions and to have as much volume as possible. When you look at your highpoly mesh from the side it shouldn't look flat.
2. Play around with spec, fresnel and roughness/gloss. If your normal maps are strong enough, you should be able to get some really nice reflections that will liven up your foliage.
3. Subsurface scattering is extremely important. I don't know the UE specifics, but if it accepts greyscale inputs, then it is good to use a heightmap of your highpoly grass/leaves as a base. Then, make a selection of your alpha mask and mess around with Refine Edge in PS to make the edges of your leaves slightly brighter. On top of that you might want to paint in some subtle tonal shifts or use gradient overlays.
4. Get your grass to cast shadows if possible. It will really help the visuals. Try to make the shadows slightly lighter than the rest of the environment if possible.
Overall I don't think that much has changed. You might want to stick with principles of PBR and avoid having too much of prebaked AO. Prebaked reflections and lighting are probably best removed completely. You should be getting your lighting from normals/spec/gloss.
Haha that's awesome that you saw this. Yeah it's the 3dmotive tutorial. I'm going to go back and remodel the geo and make it more interesting, and i'll be sure to have them take up more volume for added depth. As for subsurface scattering, I believe there's a node for it. I'll mess around with it for sure, and I'll try to get some nice shadows going too.
Thanks for the help!
@Joopson
Yes you're right, along with SS that should really get things looking nice. Thank you!
Thanks for all the tips guys, I'm learning a lot
UPDATE: Things are going well! Still working on it, but hot damn SS and a new normal map made a huge difference.
I do have a question though. My baked shadows are too harsh (not in the below image), how can I change up the strength of the shadows cast specifically by grass meshes?
Unless my memory fails me, wasn't the whole purpose of using the Custom Lighting input to overcome a UDK shader bug? Presumably this bug hasn't been dragged through into UE4, making the use of Custom Lighting unnecessary.