Hey there,
i got following question. is there a way to check out the values for the spec and gloss maps in substance designer to get correct pbr values that fit into a next gen engine like cry or ue4? in photoshop i used the mean to get proper results
Replies
For creating maps check out the PBR Base Material, PBR Dielectric F0, and PBR Metal REflectance nodes.
- their is a major bug with the reflection probes: depending on their resolution, for the same "smoothness" value, the glossy reflections will look dramatically different -> we can't even try to sync to something that can give 6 different results depending on a parameter. Hopefully they'll fix that soon.
- for now they use a blinn-phong brdf, we use ggx (to sync to UE4). Both brdf are very different. I've heard they'll switch to ggx for highend platforms.
I understand it'll never be perfect, but at least a baseline approximation would be good.