@almighty_gir if your using the cubemap blur technequne that was posted in post #154 did you change the custom code to point to lod instead of bias? in the custom node changereturn texCUBEbias(PixelTextureCube_0,float4(BiasInput, rough)); toreturn texCUBElod(PixelTextureCube_0,float4(BiasInput, rough)); that seemed to have…
Hi, I just fell on the thread's link on facebook. I am a lighting artist and I have been working on Remember Me with Sebastien Lagarde. We just did a session at gdc europe talking about how we used PBR to match the concept art. We just uploaded this video that shows the different textures (and 2 debug view modes to spot…
Well several things: 1. UE4 is still in development. Even based on public information you can see they changing lots of things. 2.In general, PBR is simpler. I dunno how you would find contructing hacked materials that suppose to looks nice be cheaper than simple PBR material that consist of 4 nodes ? To be perfectly…
Not sure how useful this is, but it seems like it provides a good understanding of how the new shading model works, including the code. Even though I don't do any coding, I love learning about new things we may see, as well as staying up to date. [ame=" Reflectance Distribution Function - YouTube[/ame]
FYI here are the links to slides/course notes from SIGGRAPH physically based shading course 2012: http://blog.selfshadow.com/publications/s2012-shading-course/ 2013: http://blog.selfshadow.com/publications/s2013-shading-course/
ya because of this i tend to work on normals and lighting first, and flick back and forward between previewing my scene textured, and with just flat grey. the detail lighting mode for the ue3 viewport is very usefull for this