Well several things: 1. UE4 is still in development. Even based on public information you can see they changing lots of things. 2.In general, PBR is simpler. I dunno how you would find contructing hacked materials that suppose to looks nice be cheaper than simple PBR material that consist of 4 nodes ? To be perfectly…
Thanks, that clear up a lot of things. So it's the engine itself that manage pretty much everithing, i must just determine if my material is dielectric or metallic and its roughness. Seems really straightforward. (also... i cant' wait to see some papers about "Inflitrator", it is mind blowing :) ). I think that the…
The last video is really interesting. Since i'm new to this things i have a few questions: Let's say i want to create something made of metal, what should i do to set up a gold material? I know that some PBR engines for metals the albedo/diffuse should be black (non existing) because tha colour was given by its "specular…
Anty, don't worry I get that, my first post in this thread is pretty much what you said :). I think I'm misunderstood in my last post, all I was saying is that while I'm very interested in PBR and all I'd much rather focus on the broader scope of UE4 and 'next-gen' and not go into microscopic detail on PBR. But as some…
Couple questions for anyone who can answer: I noticed the names Base Color, and Roughness in the material set-up... does this mean UE4 uses a Physically based shader model? Along the same lines of a PBS, is reflection per object baked right into the material and handled along with the specular? *drool* What the heck is…
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…
No need to make it harder for yourself then it should be, there is no reason to deeply understand all this math and such behind it. Just start with understanding the important part, understanding the four textures used (diffuse/spec/gloss/normal), and how they differ from today's textures, and how they should be created.…
thing is, with all this new PBR stuff, roughness has to be clamped between 0 - 1. it's not like gloss where you could interpolate your 0-1 texture to be between any two values you like. take Marmoset Toolbag as an example, you have a glossiness slider in there, they recommend that you have it set to maximum to allow "the…
******* NINJA ADMIN EDIT ******* Some of the recent conversation in the UE3 thread has centered around physically based rendering for games, this is really a topic that deserves it thread so here we go! First, some links: Image based lighting, which is essential for a PBR workflow - Paul Debevec, Debevec's research is…
I had something.. kinda like this but more brute force with my Angel model from 2011. [ame="http://www.youtube.com/watch?v=tXVAbCofgCU&list=UUECFyRilO6YBueIcP0_u2pQ"]Angel Turnaround - more progress - YouTube[/ame] [ame="http://www.youtube.com/watch?v=owEkIZOZU1s&list=UUECFyRilO6YBueIcP0_u2pQ"]Angel Turnaround -…