I'd be interested to hear about the pros and cons of switching to PBR from a production side. There are the obvious "consistency among different lighting scenarios" benefits, but are there other tangible points that make it cost-worthy? How do the benefits stack up against the negatives of a switch from a traditional…
So if, for example, I set my Metalness to black in UE4, you say that the reflectivity is set to about 0.04 since the reflectivity of non-metals is in a very narrow range. So in that case, why are we seeing Metalness, Albedo, and Reflectivity values in PBR charts like this one? Same goes for a Metal surface. If Metalness is…
Can't wait for this podcast!! :D From a tech art side: From someone who getting into shaders (and implementing them myself at work) how easy is it to implement compared to "normal" shaders? (in Unity anyway) I understand there are paid and free PBR shaders out there (We are using Unity but we are stuck on Unity 4.2 for…
Yeah albedo should still be referenced, look at the Unity PBR charts, and make sure you are working in the right color space (sRGB vs linear). Albedo isn't as much of a hard rule set as reflectance values and reflectance colors for mimicking metals, but it's easier to start with reality and then start picking your own…
With the metalness workflow since specular values are already sorted, for an object like wood, does this mean the albedo and gloss values can be anything? Or do albedo values still have to be a referenced value. I ask this because there are many kinds of dark woods. I work with Unity and usually things look great in all…
Great podcast, lots of good information and experience being shared. There was mention of the shader math behind PBR running a bit more expensive than legacy methods; any idea how much of a hit that was? Alien: Isolation for example is slated for release on PS3, did that require any serious additional wrangling for perf?…
For example I want to put scratches on a metal surface and use roughness map for it( where black is rough and white is shiny), do I make scratches rough or shiny compared to a base value? What is the best lighting setting to preview textures in Marmoset? I find it hard to judge my PBR materials when they look different…
Wasn't going to chime in, but since the thread's kinda quiet... A comprehensive overview of the basic workflow would be kinda nice. Like, I understand the core concepts of PBR, but I have to say I have no idea of where to begin or what would be involved. I've kind of been eyeing it and that... undermines the process and a…
I can just answer this one now since they probably won't answer it. UE4, and really any Metal Roughness enviroments specular input has absolutely nothing to do with a legacy specular map. It is by default a value of .5 on any material and it shojld really stay there most of the time. Theres a formula for converting the…
Hey, So, like most game artists out there at the minute I've been looking into the whole PBR thing and Unreal4. There seem to be 2 different methods I've seen so far and I'm wondering which is the best to use and when. Firstly, I've seen objects with texture sheets laid out pretty much as they have been for donkeys years.…