I would use a simple approach. Basically all you have to do is : ( 1 - glossiness ) * numofmipmaps. In my case it's 7. My setup : If your are using phong or blinn you might want to multiply your glossiness by 128 in order to get a range of 0 - 1 to avoid value like 180 or 200. But with a cook torrance or a spherical…
Hey folks, I found a really neat trick when working with custom HLSL nodes in the UDK material editor and wanted to share. As of right now, to pull in a texture as an input (assuming you want to mess with the texture itself, not just a float3 or float 4 value) you need to use a custom texture node. HOWEVER If you want to…
Yeah it really is a shame. Lots of potential to be had. I think the benefits of using even some lower LODs are better than just having SUPER sharp reflections but who knows. I may check out other solutions in the coming weeks but for now Ill just deal with it. The only other idea is super expensive, and requires lerping…
You are absolutely right. This is exactly what I did with it using the texCUBEbias HLSL command. Unfortunately by default as your mip down your cube maps, the seams become TERRIBLE. In normal production this is fixed by simply creating your mip levels into a DDS using ATI's tools which mip down keeping seems in mind. I am…
Yep, a shame indeed, it would have been awesome to have this option right off the bat! The closest thing to using this effect (in the case of Metal) I found was simply sticking in a detail Normal with Spec/Diffuse information in it, just strong enough to break up the seams, and with enough information to seems like it's…