I just checked out the new version, and it is looking good! I'm comparing your changes with some of mine. I like that you've broken the equations into material functions. I had originally stuffed it all inside one material function, but it's a nice way to break up the whole thing by putting function inside function. With…
[ame="http://www.youtube.com/watch?v=yk7zUa9tu7E"]Inside Unreal Engine 4 - Layered Materials Demo HD - YouTube[/ame] going to be adding this functionality over the next couple of days (layering materials).
Your material functions that you used in the material are missing from the upk (I suppose they are the ones included but you just forgot to change the path in the master material?). Also, you're loading stuff from the v. 1.01 and 1.02 packages, so you'll get a ton of errors if you only have the latest upk. You might want…
It might be my incompetence but the current build of the shader does not seem to work with your preset textures. Wanted to test out the new build and from what I can understand; it seems that some nodes are disconnected, making the material incomplete and unable to work. Regardless, awesome work for making this shader,…
have just corrected both issues you guys are talking about. haven't changed the Gsmith for the IBL yet, i'm working on redoing the entire IBL line anyway so i'll save that for another update. file here! http://crazyferretstudios.com/public/PhysicallyBasedLighting_v1_04.upk one thing that concerns me greatly about having…
UPDATE TIME!!! 00:08 - 27/09/2013 http://crazyferretstudios.com/public/PhysicallyBasedLighting_v1_05.zip I STRONGLY RECOMMEND DELETING ALL PREVIOUS VERSIONS ENTIRELY. this will stop any cross over between the shader functions, and hopefully minimize any errors. there are a lot of changes under the hood in this update, so…
Cool, thanks for the breakdown. I appreciate you taking the time to explain it out more thoroughly. I definitely "get it" now, which I obviously didn't before. Pardon my ignorance! I'll mess around with it a bit more. I also wanted to show off really quickly some results I've got from making some minor adjustments. I…
But if you apply the cubemap reflections to your customlighting/customlightingdiffuse, the reflections that are in the shadow of the main light source will be much darker than the faces that are facing the light source. The environment could bounce more light from the "shadowed side" and therefore result in incorrect…
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…