BIG OOOOOOOL' UPDATE! http://crazyferretstudios.com/public/PhysicallyBasedLighting_v1_03.upk Have just put in a basic layering system! you can now have four different material layers which can be defined in the following ways! - Albedo Colour: choose your materials base albedo. use texture on/off set to 0. - Albedo…
yeah, that's going to be a bit of an obstacle to overcome. but i'll see what can be done about it. as for prefiltering cubemaps, you can do it with ATI's cubemap tools but they output to DDS, and i'm not sure you can easily convert to another format for UDK to read them. that said, why work in dx9? the newest cryengine for…
I'm not sure about how to make in this lighting model those famous scratches and grungy areas we put in specular map... Let's make an example: I have a smooth titanium plate painted in red and it is scratched. Albedo: painted surface - red albedo; scratches - titanium albedo. Roughness: painted surface - black/gray (not…
hey guys, over the last few days i've been working on this: I'd love for people to play around with it and let me know what they think. http://crazyferretstudios.com/public/PhysicallyBasedLighting.upk The reason i made this was to get used to a newer way of working, with the industry moving toward a PBR setup, and very few…
Yet another question... sorry but i really want to fully understand this, since it will be the next generation shader. So, according to metalness map, that can only be 0 or 1 (black or white), a mterial can only be metallic (black diffuse and cubemap) or dielectric (colored diffuse and no cubemap). But i didn't understand…