Publicly ? None. CryEngine 3 is closest thing to PBR but it still quite off. You can start using CE3 right now. Although remember that default ToD have nothing to do with PBR, and you will need to create your own from scratch.
Hey just wanna drop this video here: [ame="http://www.youtube.com/watch?v=LP7HgIMv4Qo"]Physically Based Rendering in Substance - YouTube[/ame] This is one of the first ones that is pretty much fully correct. Even if you don't use Substance it still brings up all the right stuff.
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…
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 suppose you're referring to the method posted by maze? The way I understood it was that you'd use a mask, which in turn would be used for lerping the min and max roughness values, which could be tweaked per material, allowing you to use the same generic roughness textures for multiple materials. At least that's what I…
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…
I made a shader using the same concept of "metalness" that UE4 has a little while back in unity: In my version, the material starts turning into metal as soon as the "metalness" map (or specular, or substance or however you want to call it) is higher than 0.5. The higher the metalness value, the darker the diffuse, and the…
Exposing the f0 would give you control of the different kinds of IORs. Some materials have more reflections facing the camera than others. For most cases it shouldn't be a huge deal, but if it were you'd probably only need a few values since many materials have similar IORs (water based materials tend to be pretty similar…
The reason it's good to have a guide for colors and brightness values is you want to remove as much "eyeballing" of values as possible. What may look "correct" to you in a scene where you eyeballed the lighting and materials may result in too bright or (more often) too dark of a material. Imagine you're working in a scene…