It depends on the math. I think the lambert diffuse in UE4 was diffuse/pi, so the values will be darker in the UE4 BPR shader than they would be in another shader where you don't divide it by anything (or divide by a different number). The technical artists in the project you're working on will most likely tell you what…
All physically based shading must not work the same way then, because it works a little differently in UE4. I'm afraid to say more though because of NDA.
Reflection color (in UE4) is defined by base color. Metalness blends between base color being used as diffuse color for non-metallic surfaces, or reflection color for metallic surfaces.
Something I am curious about: When reading some articles it's clear that putting AO in your diffuse/spec is a no-go in PBR (but it can be added later on for ao for small details that engines can't do). And kodde's shader has a input for that. But is that something that gets done in the "upcoming" engines (cryengine…
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.
Absolutely! This essentially is what most artists call "gloss map" currently... Same thing really. In the case of UE4, 0.0 is perfect reflection and 1.0 is roughest. A roughness map is needed in most cases. I think I or someone should explain how PBS works ;)
A shot in the dark here: Behind the scenes things **might be** running roughly the same. It's just a matter of how the engine is setup to handle the input. I have a feeling that in UE4 the diffuse color is is being shifted into being used as the reflectence color and the metallic slider is moving the diffuse color closer…
I know this hasn't been posted in awhile, and I haven't seen anyone talk about it enough to adopt, but is there anything on the workflow of creating textures for PBR yet? I'm not talking about UE4, but for the other engines and Marmoset, where we have to focus more on Diffuse photographs and remove lighting info and use…
kodde is a good start. On the UE4 website/docs are some good links to PBS, but stick to kodde first since it is an actual implementation and shares many similarities with other implementations. From an artist point of view the difficulty is getting used to working with the new texture types, not painting in light info,…