Hello,
I'm new to Suite 2 and really liking it so far, however, everything looks real good in 3DO but once in UE4 textures look a lot more saturated and darker.
In suite 2 there are these two HDRi images from UE4 but selecting them and putting PostProcess on either UE4 options doesn't do anything like default UE4 level. (and maybe not supposed to) but either way, how do you get a 1:1 look?
Replies
One only need to select the Unreal 4 post-processing option(s) in order to enable 1-1 previewing. 3DO's shader code is identical to UE4's code when either UE4 post-processor is enabled.
If you continue to see discrepancies between UE4 and 3DO, please post images for us so we can take a look into it!
Here's UE4, 3DO PostProcess1 and 2 in order. (UE4 image is a new level created and only sun rotated to have the light coming it from front). In the both 3DO images I have rotated the HDRi so the light is coming from front.
As you can see the texture is closer to the render is UE4. I think it's 3DO being inconsistent here.
(Second map is Metallic/Roughness/AO set to Masks compression).
(Having Metallic in R, Roughness in G, AO in B channel).
PM'ed you the project.
Edit: I also have to mention both UE4 post process presets in suite 2 are incorrect when compared to UE4 so better use one of the Clean presets to get an even closer look.
Specular value is still wrong for metalness workflow.
All smart materials also have specular values set for the specular workflow. None giving 1:1 look with UE4.
I assume quixel interpret 0.5 in UE4 equal to 128,128,128 in photoshop. But it's not, and hence, all the smart materials are useless for metalness workflow unless manually fixed by the user.
Come on...
I saw the 2.1.5 changelog. Not sure if this is fixed or not.
"Fixed a bug in Standard shader GGX specular term" Is that referring to this particular issue with UE4 ?