I'm new to unreal engine and i am learning to build my first scene. So to try the material editor i imported a mesh and some unique asset textures along with it. So every time i try an object with metallic surfaces light reflects in a different manner to my visualisation tool (note here it is marmoset but quixel's 3Do and the UE4 lightning preset is practically the same)
This must have something to do with how specular and diffuse is handled in UE4 because the albedo from quixel ressembles the color shown in UE4. But i gave quixel the preset to export for UE4 so i'm confused.
Here is the material in UE4
Replies
I would read up on the differences between the two workflows, because while the results are nearly identical, the workflows are different and not every renderer supports both(like 3DO and Toolbag). Unreal 4 uses only Metalness, with the Specular input left as a modifier for reflectivity variation. If you do use it, you use it as a Constant 1 value offsetting the default 0.5. However, it's generally best to leave it alone.
Take a look at these two articles by the awesome Joe Wilson. They should steer you in the right direction, but I'd also read up on the UE4 documentation for PBR since every engine will usually have their own little issues and workarounds.
https://www.marmoset.co/toolbag/learn/pbr-theory
https://www.marmoset.co/toolbag/learn/pbr-practice
And apart from that.. you need to change it to metalness as leleux mentioned.
Hope it's help
This is from the official documentation.
"Gloss/Roughness/Microsurface maps should generally be linear space (sRGB off), but its not a big deal if you use sRGB/Gamma space."
And this is from the Physically based rendering encyclopedia.
Masks compression would do the same, put your texture into linear space. Or there is user interface2d that is uncompressed.
Also, yeah, to get closer results, make sure you are actually matching the lighting so you have the same cubemap or sky, lights etc. And make sure you view and use the masks in the same color space as in DDo.
read:
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/
You'll want to reauthor your maps to work with the shading model you're actually outputting to.
Thanks!