@EQ - the shader matches UE4 100%. that said, my question could have been worded better: If roughness is something calculated differently in each engine, and roughness + reflectivity have to be measured together as they're so closely linked, and also bear in mind that inaccurate reflectivity readings will also affect your…
This depends on if you want a SRGB(gamma) or Linear space value, which will depend on what your engine/shader expects as an input. If you're unsure, ask your programmers/tech artists.
ON model is in engine, but you have to change some defines in shaders and recompile engine from source (including shaders). But according, to developers using ON over Lambert, was not worth performance cost for real time application. I would really discourage from using texture as direct input for Roughness and Specular.…
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…
Yeah its a complex issue, and I think calibration on the content creation side like Quixel is doing is a good way to deal with it. Or you could petition the makers of all game engines to use the exact same shaders. :poly124: Every PBR system is only an approximation of what is realistic, there is no "one true way" to write…
What would be nice is if scanned value libraries had comparisons to some actual photographs of the subject. At least then if someone were to use them they'd have some confidence in how the values compare in their engine of choice, maybe give them ideas for things they could adjust.
Not true. Scuffed plastic still has the same reflectance value as shiny plastic, reflected light is just scattered more. The two values are pretty independent from what I understand. If your scandata is measured correctly, and the rendered result isn't the same in your engine as every other PBR renderer - you've done…
This was just posted today: http://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/ Its the same guy from the "Remember Me" studio (Dontnod) who released the last chart that was pretty popular, but now with updated UE4 values.
I know, My point is you don't need accurate data on textures, when you just can set it in editor. Textures in that case acts only as mask for variation. Just theoretical question. Are you really going to target older hardware using engine, that is not old hardware friendly to begin with ?