I am now trying to apply dota2 model's materials in Blender, and this question comes to m:, when I use the two masks, should I use without gamma or not? that is, when source engine uses the channels of the mask, does it apply gamma correction to them or not?
thanks in advance
Replies
The Marmoset guys : http://www.polycount.com/forum/showthread.php?t=131511
The Substance guys : http://www.polycount.com/forum/showthread.php?t=121906
The polycounters who successfully ported the Dota2 shader to Max and Maya : http://www.polycount.com/forum/showthread.php?t=110022
ReMixx, who created the Dotahattery : http://www.polycount.com/forum/showthread.php?t=139080
as these are the only (reverse-engineered) implementations of the dota2 shader outside of Source at the moment. The most recent version of the Max shader above seems to be very accurate to me, so maybe that will be a good starting point.
Good luck ! It would be great for Blender to have both a realtime and a Cycles Dota2 shader one day.
Sorry I don't quite get it, Do you mean you use the masks as what they visually look like? then how about the normal map? in blender cycles if you don't set normal map to 'non-color-data'(kick out gamma, revert the image back, resulting a brighter image) as opposed to 'color', you get very odd and unnatural shading, do you kick out the gamma before using the normal? and the two masks?
As to what's going on in Source... Pass, see answers above.
Right now it seems that masks do have gamma correction applied (default behavior in Blender). It also appears that textures are corrected (->linear space, makes sense), however I've had to apply an inverse to the fresnel terms otherwise they seem to be too weak.
I've based these assumption by playing around with Ogre Magi/Nyx (spec blows out with uncorrected mask textures), Naga Siren (colour blows out if textures are uncorrected), and Disruptor (sash detail does not show up with corrected spec warp). I've also tested Puck's fresnel colour warp and think I've got that working properly as well.
On an unrelated note I wouldn't mind knowing exactly how the specular cube maps are masked out (apart from by metalness if selected, obviously), as putting them through spec and tint masks as well seems to make them end up too weak, particularly on Legion Commander where the effect is pretty much neutralised.