Hey! Unfortunately i no longer have the files for this, i'm happy to help you rebuild it if you give it a go yourself though. Out of curiosity, why not just use UE4?
This is the one for ambient specular? Hard to say how bright it is. Looks like a refactored Smith GGX? Could work. You can experiment, maybe even try a regular Smith-Schlick float a = 1.0f / sqrt(0.78539816f * roughness + 1.57079632f); // square "roughness" if you need to :P float G = 1.0f / (NoL * (1.0 - a) + a) * (NoV *…
hey Esselle, that issue should have been fixed in version 1.01, however there seems to be a bug with udk files, where if you rename the package to something else outside udk, udk won't load it properly. please use this file, it should work now: http://crazyferretstudios.com/public/PhysicallyBasedLighting_v1_02.upk to…
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…
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…
Hi Bardler. Yes, i can change it so that you use a spec map to control reflection colour, it shouldn't be too difficult. Yes, you could use any maps you like to define things in the shader, if you don't want to use the mask map, just replace each output from the mask with the maps you've chosen. I'll try to do more work on…
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…
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…