Ah, thanks for clearing that up. So in that instance, do I forgo the spec map in TB2 all together, since as far as I understand the spec map input is no longer a thing in UE4?
@superfranky If you're working with UE4 your best bet is to make a mask texture for where your material goes and multiply a scalar to control the roughness. You can add or subtract scratches from this if you want full control of how the roughness is used.
@superfranky Roughness is a lot like the old speculat maps, eg. its where all the detail goes. You could start with a grey value and paint scratches. I would probably try a lighter colour and see how that looks, to mind mind scratches catch the light. Your normal map should also match the scratches too. for UE4: Yeah that…
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html yes, you can use metalness map in UE4 If you have wooden door with metal hinges then you paint metal parts of your texture white in metalness map and non-metal parts black.
Roughness = gloss. They do pretty much the same thing. Energy conservation is shader based it just means there is the no more light reflected out than received. UE4 removed the "spec/gloss" workflow because they wanted to keep things cheap and pretty much everything except for metals has a fairly similar reluctance (…
How is energy the energy conservation principle handled in the non-metalness workflow though? Also it seems like UE4 has eliminated the whole spec/gloss thing alltogether in favor of roughness and metalness. But again two days ago i didn't even really know what any of this stuff was, so I could be totally wrong.
That's true, but the same goes for the packed metal/rough/cavity. I doubt the quality would be acceptable if you pack them into a DXT1 texture. Since roughness is pretty much the most important texture in PBR shading, it deserves "special treatment", so it makes sense it goes into an alpha. Does UE4 really use a regular…
Gotcha. Well that is a positive, as I have always wondered why the hell spec didn't simultaneously control the intensity AND radius of highlights, this aspect of the 'traditional' framework of texturing has always seemed very counter-intuitive and bizarre to me. I'm still v. confused about the whole metalness thing though.…
@ Gestalt - The shader is at fault. It was designed to do exactly what it does. I don't think it could do what you are saying. The blending you are talking about is what UE4 has, but you need to setup multiple materials to do it and a shader to blend them together. Which is a lot more expensive and a lot more work than…
Good explanation. So there is no specular map (representing light shining back) in UE4 because the values for non-metals and the values for metals are so close together. It is either a metal or isn't. Is that right? Should you only use a Metalness of 0 or 1? Would you ever use a Metalness of 0.5 for anything? What if you…