so if i'm understanding that correctly moose, in extremely simplified math it's something like this for metals? (<diffuse> * (1 - <metal value>) + <env map> * <metal value>) = <diffuse colour> <diffuse colour> + (<diffuse colour> * 1.5) = <final colour> so as you increase the metalness, the diffuse colour goes closer to…
Creating content based on... The name of the input? So now that we've arbitrarily changed the name of a gloss map to a roughness map (even though they do the same thing) we should flip the content as well? I think people get far too caught up in what the input names are, what you name your inputs, weather its…
According to one of the PDF's in the self shadow blog, Metals are so dense according to physics that no light enters the surface at all. Hence it's diffuse color is black or "0." Something new to my brain is that diffuse color can be thought of as a type of sub surface scattering. When light enters the material and is…
Nope! In Physically based rendering, most metallic materials should have a pure black diffuse. Literally the brightness and color of your reflection is defined by what we call "substance" or "specular map"; This is called "energy conserving". You can see it at the very beginning of my video. When I darken the specular…
How bright/dark the diffuse is, is the important part of that image, even dark charcoal isn't black, and even white snow isn't pure white. I'd love to see a bunch of these guides for all parts of a texture, diffuse/spec/gloss.
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…
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…
Ace: Sorry the specifics of the technical implementation are a little over my head, but here is a shot of the Gold preset we have, which was created by tinting the specular color with a measured value for gold, and by using a black diffuse (in this case not having a diffuse input at all in the material). These:…
I made a shader using the same concept of "metalness" that UE4 has a little while back in unity: In my version, the material starts turning into metal as soon as the "metalness" map (or specular, or substance or however you want to call it) is higher than 0.5. The higher the metalness value, the darker the diffuse, and the…
Yeah, but its good to do a little bit more to it than just pick the lower mips, ideally you want to actually blur the spec, which will give you better quality in the lower gloss levels. Yes, the conclusion of that thread wasn't so much HDR = useless, it was Per talking about how he compressed an HDR image into the range of…