I just wanted to follow up real quickly! The OneMinus trick does not work. I pointed out earlier that the issue behind is more systemic of how the system is interpreting the roughness map. Right now, a value of zero will give you a sharp, clear highlight and will also use the highest quality cubemap (the non-mipped…
sure, it's easy enough to do man. go into the material editor, and find the mask texture node here: http://i.imgur.com/KFRAddl.png add a "one-minus" node, and plug the R channel into it like this: http://i.imgur.com/HWUNFUU.png then plug that node into this constant clamp here: http://i.imgur.com/SVayQov.png and this…
By default a one-minus node in UDK will not give you the expected inverted values of a texture sample, because the one-minus node works in linear space whereas the texture sample is in gamma space. Here is a graphic illustrating the problem and the fix: It appears you are only getting correct inverted results because you…
it worked when i tried it out... if you plug it in exactly as i said then it will have the effect that you want. the custom node just contains the calculation i'd found for the way roughness is iterpolated from 0-1. so, all you need to input into that node is a value from 0-1. by placing the one-minus as i said, you're…
you're looking at one part of the whole sum. and that's why it doesn't look like it's working to you. the whole sum for the BRDF is: (D*F*G)/(4 * NoL * NoV) where D = that custom node (Specular Distribution), G = geometric shadowing, F = fresnel. see supporting images here for the the full formula node. with one-minus…
Alright, I guess words aren't cutting it! To images! First, a clear guide to picking your roughness color and how it affects the texture. Now below, I am previewing the shader as it is regularly set up. No adjustments made. The preview on the left is coming from the custom node that sets up the specular D. We can see that…
hey man, i've got no problem with that happening, i'm just not a maya licensee. if anyone else wants to convert the nodes over, that's fine by me. the more streamlined peoples workflows become, the better!
I already rebuilt the shader
on my end, I had to dump the custom nodes as they weren’t working properly in
the Killing Floor 2 SDK I also got rid of the layering system and channel based
greyscale maps. Doing that shaved off a few instructions as well. I’ve still got some adjusting
to do, but everything seems to be…
Uh right, i thought of static cubemap and not of those captured, that indeed would result black if there is no light... my bad :) Anyway almighty, if you don't mind, i was asking that because i found a missed node in G(V) (you plugged in the multiply instead of the divide) and also i found that K is only divided by 2…
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,…