Diffuse maps as you know them are going to "die" with the new PBR tech. Now you have albedo maps, which are basically a color map, and not a lot more. I haven't tried toolbag2 yet but I assume there's a slot to imput your AO map on there. The render automatically masks the AO based on whether or not the surface is being…
I'm a bit confused about the PBR workflow. I understand how metalness, albedo, and roughness work; but without a specular map, how does one control the brightness of the highlights? I know in theory the rougher the highlight, the weaker it will be. I also know that the darker the albedo is, the more the specularity stands…
Nice. Hope 2.05 will be released soon. Few comments on vid: 1. Translucency and shadows, why not to premultiply them? (i.e shadow will be affected by translucency and vise versa...) 2. Fuzz map look like plain fresnel to me, but actual velvet shader works slightly different (well, maybe just my imho) 3. Cornea is perfectly…
Thanks Joe, I've read all the stuff on the marmoset site before I posted. I'm starting to think the spec colour/intensity map approach to pbr is the more intuitive way to go and gives you control when you want it for AD feedback, but as you said UE4 doesn't support that workflow by default. The problem I face with…
Right, so basically you have some very specific materials that are partial metals (maybe some alloys and faux-metal paints) and may not fall into the 0 or 1 of a metalness map, but in those cases you can use a grey metalness value. Materials like rust or metals with heavy buildup of other other materials/debris can usually…
Hey EQ I have a feature request which is more of a physically inspired workflow. After working with metalness maps and albedo maps for a while now both at work and in toolbag 2 I'm actually finding the auto darkening the metalness map provides to be counter intuitive. It's great when you're making pure metal materials that…
I'll try to write a bit more on this with some examples etc, but you can't pull any of the values from that chart and use them as metalness. Again, metalness is for the vast majority of materials either 0 or 1, for gold and brushed metal it would be 1, for the other 3 it would be 0. It looks like you're taking the diffuse…
I have a little downtime at work so I felt compelled to ramble about this for a little; Right now I'm starting to plan out my next full environment and of course part of that planning process is choosing which engine to present in. Immediately , as soon as I started planning I considered using TB2 because IMHO the shader…
No, there is no mesh highlighting currently in TB2. This is on our todo list, just hasnt been done yet. Cool! Try the local reflections if you havent yet, it really ties everything together. Yeah we need to look into this a bit, there seems to be some issues with shadowing and back faces in general. No, there isnt…