You're right, I shouldn't try and post about technical stuff after 12 hours at work haha! So, am I right in thinking that (widely speaking) most assets won't transfer directly from one PBS shader/pipeline to another? Being PBS doesn't necessarily mean cross compatibility -> it really depends on what your scales for…
Looks like that texturing will be much easier than it is right now with more realistic end results in game engines that are using this new shading. I like PBS already :)
for sure, it is. but it can't be brought down completely to zero mathematically, because zero is black, and you still need some form of colour tint to define the colour of the metal, right?
Silly question about cubemaps in UDK. EDIT: Found it out, of course. Right in plain sight. Sorry guys! I swear it's not my fault. Interesting discussion so far.
Hah, not saying we shouldn't strive for that quality, just saying that I'd be interested in talking about other aspects of unreal engine 4 as well, since this is the UE4 thread right? There's so much more in it that I want to know about, that's all.
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…