For those of you who are confused, here is a basic shader that you can use to get your foot in the door for physically based shading. As you can see, it doesn't even cost much more instruction count wise then the dreadful default phong shader. To make it easy to implement and re-use I suggest you do as I did and implement…
Thank you for the reference photos, i have another question, Now that I have light coming through the emissive channel. I followed this tutorial [ame=" https://www.youtube.com/watch?v=Vu5xkff50k4"]UDK Flickering Lights Tutorial - YouTube[/ame] on how to create flickering lights, however now my lights do not update when the…
UDK uses different shading than the dDO previewer, which runs on Unity, resulting in quite different material definitions, mostly due to a totally different light setup as well - the dDo previewer has three differently colored lights set up, with one set to a very high value so the specular and glossiness values really…
Gloss/Roughness maps aren't used more because simply put, artists sometimes are too lazy to mask specific areas of a mesh that represents a certain material and try and work it out in their target render engine the value and how it will look. It's much easier to make a Spec Map (Cavity, AO, Diffuse, Normal formula, etc)…