I'm with you. All of this talk and seeing all of the new games using it makes me want to learn and be caught up since so many engines are switching. I think CE3.5 will be using something like a PBR(from what I've seen in Crytek's presentation on Crysis 3), so really we have UE4, Marmoset 2, and CE3.5. Just gotta wait for…
so in the case of the UE4 (among others: the order 1866, codblops2 etc.) their tech papers show that their BRDF is formed of three components: Specular distribution, Geometric shadowing, Fresnel. the math given in the UE4 tech paper (and in their source code) for Fresnel is this:Fresnel = F0 + (1 - F0) * pow(2, (-5.55473 *…
got cubemap blurring to work! now i need to make a cubemap that doesn't have mipmap seams (because these are horrible). once i've done that i can look into the environment BRDF that they're using in UE4. but as of right now, this is a good working proof of concept, that people can at least use to practice the new workflow.…
Like everyone else has said, the Maya plugin and Unity shader are the only two options right now. UE4 will switch to physically-based lighting and Crysis 3 used it, so whenever 3.5 comes out for CryEngine, I think we'll see the feature. I've been reading everything I can(and watching all of the videos), but it's almost…
Can a PBL workflow work with the most current version of UDK by default, or is this only possible in UE4? I see you guys are using lots of custom materials and posting shots from Unreal, but I am not sure what version this is from, or if UE3/UDK are setup as a linear/PBL lighting system from the start. For example, are…
here's what i like about the whole thing with UE4: it's just such a simplified process over what we have now... you choose your base colour (or in the case of my version, create an albedo/base colour map). define whether it's metallic or not, define its roughness just with a simple map... there's no "tweak this gloss…
I'd definitely like the option to not use metalness in UE4. I've tried using their specular input, but it's extremely limited, and won't let me get strong enough reflections that look metal-ish, so that's a no-go. Not to mention it's only grayscale. I really love how Marmoset does it. Not sure why most engines wouldn't…
in ue4, as you increase the metallic value closer to 1, the base color darkens, and the reflection takes on the color of your base. When Metallic is 1, your Base is essentially black just by modifying that value. The quality, and amount of reflection/basecolor you see then is a product of the roughness. can kinda see it on…
Ok cool, that sounds really awesome. I don't have any experience with UE4 unfortunately. Sure, I get what you're saying. I guess I'm just ranting a bit, it seems like every PBR shader renames all of the inputs, just because. Which can be very confusing to less experienced artists. "You mean I have a roughness mask and a…
It's a similar kind of plus point to the "more popular now" material pipelines of using materials referenced from a core global library, such as in the recent UE4 video and the 1886 talk from SIGGRAPH -> another method of maintaining consistency amongst larger teams of artists. It also means that you need to be careful…