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Specular /highlight spot suppression texture channel?

gnoop
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gnoop sublime tool
I wonder  if and how much people use such thing  to kill plastic look  PBR often makes in something like 2d "grass bed" material  or dirt.   What's called  specular level before, or simply specular  in Unreall .    We had sort of huge rise in highlight brightens a while ago   like what Ultra shader setting makes in SPainter .   Everything  gets more shiny  even with 1 roughness at grazing sun angles.    I saw some mentioning in Horizon published docs . Chat GPT tells me it's a common practice . is it really so? 

Replies

  • Eric Chadwick
    Well first of all, I would advise you to stop using ChatGPT to teach you 3d tech. It gets key points wrong while presenting them as truth, and then it takes a subject-matter expert to truly spot what is right vs. wrong in AI answers.

    If you don't like the specular response, one thing is to check your roughness values, and how your mipping is changing your textures with distance and glancing angles.

  • gnoop
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    gnoop sublime tool
    Actually it's quite good  in doing that .   Suggests  very well  though solutions in many shaders design issues.  Looks like quite well trained  in the area .   Makes very well working scripts and node constructs for Blender .  
         
  • poopipe
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    poopipe grand marshal polycounter
    The usual specular model makes surfaces tend to perfect reflection at shallow view angles - mainly because that is actually what happens in real life, you just don't see it much because its hard to put your head close enough to the ground to see it (also atmospherics etc). 

    The only non-bullshit option is to apply specular occlusion - in unreal, you multiply a cavity map over the specular level texture 
    which i think is what you're suggesting. 

    in most games the specular amount is also reduced over distance/by a function of the surface normals  - toksvig being the most common method. Specular occlusion is often applied alongside ambient occlusion  in the renderer  (screenspace AO/ GI stuff) 

    for rougher/absorbent surfaces using an unreal type material you can only really reduce specular level,
    Using a different diffuse or specular model is really the only good way but you need to make a whole new shader for that

  • ZacD
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    ZacD quad damage
    In Unreal Engine, there's composite textures that help kill specular on noisy surfaces (their reference images kinda suck, but it's great for terrain and flat surfaces):

    https://dev.epicgames.com/documentation/en-us/unreal-engine/composite-texture?application_version=4.27

    Valve talks about a similar problem/solution on page 28 of this presentation: 

    https://media.steampowered.com/apps/valve/2015/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf


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