I think there are too many variables here to really come to any concrete conclusions. You've got a user created/hacked shader in TB2 trying to emulate another engine (how close is the visual result of your shader to UE4?). Afaik the Megascans content is calibrated to the default TB2 shaders. Some of the megascans content…
Sure roughness simply varies, all the data that I added was from actual scans, so its specific numbers for those materials. I don't think anyone is saying you always need to use a specific roughness value or anything like that, this is just a point of reference. Also lol at your cranky programmer. Why not actually help out…
Here is some scan data I put in a spreadsheet when I was writing the Marmoset PBR tutorial: https://docs.google.com/spreadsheet/ccc?key=0AlSRuM7BFhPVdGV4OXRETlYwYVVqbkp6aDNwYm1XaHc&usp=sharing#gid=0 Data is pulled from Quixel Megascans content Reflectivity in SRGB and linear space, roughness/gloss in SRGB and linear space,…