Lack of time to implement/maintain the feature mostly. Also the fact that conversion from metal/rough to spec/gloss is feasible. We will bring back the spec/gloss shader in a future update. 100% accurate conversion from metal/rough to spec/gloss is possible. The opposite conversion is not always possible however, but the…
No, the RTT is different. But actually now I remembering, there are serious issues with alpha in the baker(discussed a few times here in the technical talk), so probably what you are linking works a lot better. Here is how I would do: I would place a camera where I want, and then simply render out passes with different…
So I have made some changes to the scene and kinda feel I'm getting there. I went back and redid the walls from scratch now with a more drayed clay/mud like structure (seen those in a bunch of photos from areas around the world but mostly in the middle east area) I also added a hint of vegetation and some rubble beneath…
Typically a detail map is a smaller texture (say 256x256) that tiles hard across the surface of your model with a high texel density. They are used in next gen-shaders togheter with a bigger size diffuse or color map for variation. u blend the two textures togheter in the shader (say multiply the diffuse on the detail)…
I have a spec map creation question.... What is a good standard work flow for generating a spec map from a diffuse? Obviously just creating a gray scale from a diffuse is going to give poor results because it wont accurately interpret the materials (metal vs wood etc). Is it best to start with black and just paint till it…
Hey guys, i have a question for everyone. Basically i am trying to create a mobile game which has all of its lighting already baked into the diffuse textures of the meshes. This game is set inside a building so therefore i need light sources to light up the corridors, but since i've already baked my lighting into the…
Messing around with a werewolf style beast, lots to figure out still, and planning on doing a diffuse only model. Final Submission! Closeup/Thread header image: Full Frame: Full Frame (Wires): Closeup(s): Wolfie Texture - 4096 Diffuse: Pedestal texture - 2048 Diffuse: Background: "Wolfie was banished from his homeland so…
i guess, the usual way to create textures is just the other way around: dont start with the diffuse. if you want to use the scene as a portfolio piece, you probably want to do the high poly-low poly-bake workflow to get nice details in a normal map. with some other bakes you can then start your other texture maps. if you…
PBR is not really a definition and is more like a framework. There are several PBR models. They are physically more accurate than older models (blinn/phong...) but also more costly to calculate. Their main feature is that diffuse and specular reflections are mutually exclusive. rough object = high diffuse and low spec…
Yeah, with the metalness workflow, the albedo map is both the diffuse and specular map in a way. For metalic surfaces (white in the metalness map) the specular intensity and color comes from the albedo map, and the diffuse color is set to black (because pure metals reflect nearly all the light that hits them and…