A big issue I'm having with metalness is how exactly the scale works. If I have a transition between metal and non-metal, I obviously want the transition to be anti-aliased, which adds a visual fade to the edge, to make it less harsh. The problem is, the values don't convert equally between the color map and the metalness…
The only viable solution for this issue is some kind of volume base lighting (the one presented by NVIDIA - GI Works, or now scrapped Voxel Lighting in UE4). Image Based Lighting is really nothing more, but a cheap addition to existing GI solution (which are mainly for diffuse, while IBL adds specular and good metallic…
Well I've been talking from my perspective as I (to be honest), have hardly any other experience other than UE4 in that regard. Instead of painting entire map what you do is: 1. Paint mask that define where what materials are going. 2. Create simple materials, that covers exactly one case (steel, copper, plastic, paint…
The way I went about it is still bake some AO to some degree, but to a lesser extend, except for the low poly AO wich was still kinda important (less than usual as it was more like a mid res than a low res). This was in our own custom implementation of PBL inside UE4. If a hole was to be faked, then so be it. It's a hole.…
Creating content based on... The name of the input? So now that we've arbitrarily changed the name of a gloss map to a roughness map (even though they do the same thing) we should flip the content as well? I think people get far too caught up in what the input names are, what you name your inputs, weather its…