Okay i understand that, but there really is no reason not to allow full specular ranges as an option, the math change is so simple it's actually scary that it isn't already in. the line of math would currently look like: Specular = 0.02 * (1 - metalness) + albedo * metalness;Diffuse = albedo * (1 - Specular) * (1 -…
Again, looking awesome so far. When I first pulled this up with the images scaled down I thought it looked spectacular (still do btw), but I think it definitely loses something when you get a closer look. A lot of this lies in how much you are trying to push in the diffuse; in parts it's so overwhelming you can't quite…
Nice job, quite a classical subject, but nicely executed :) I agree about the overall noise, you might want to rework a bit your diffuse / specular, but this is already a killer piece ^^
Looks awesome man! Saw a video getting passed around a few days ago of this. Overall this looks killer. If I had to nitpick: The reflection on the metal rims of your barrels seems a little strong/smooth. Makes them look significantly cleaner and newer than everything else in here. I agree with PogoP a little bit on the…
Actually I believe there is a seam there, you can tell the bricks don't match up perfectly. I do have the wet drips running down bricks as part of the shader, and that would be the only thing procedural. What i think is happening here honestly is just the power of how UE4 handles physically based materials and reflection…