Do spec maps still work the same or does it change. Ue4 has spec maps so this is kinda confusing. Do I still have to account for conservation of energy on the spec and gloss maps?
So, Metalness or Specular map? Pros and cons etc. What to do if can't find a spec value for a material you need? How to properly turn a texture found on the web into an albedo for bpr? Roughness or Glossiness? Photoshop or other third party software for texturing? Which one is the best choice? Scratches in roughness\spec…
Because that stands for: Albedo = Diffuse Microsurface = Roughness/Gloss Reflectivity = Spec None of that data even mentions metalness. You assumed because there was an "M" it meant metalness. There are two distinct workflows. One is the reflectivty/spec workflow which is nearly the same as last gen in terms of what the…
That was too complex for me, haha. How can I maintain the spec value while painting a color I want my material to be? Providing I want my material to somewhat match my reference. To be exact: how do I turn this http://www.backgroundsforall.com/wp-content/uploads/2013/08/background-texture-metal-green-grate.jpg or…
So, if Metalness map draws spec values from Albedo, how do I properly mix color and value in albedo for it? For example, if materials value is 140, and I want a color that is brighter than this value, what do I do to not screw up this material value?
What do you mean split the metals? I think you're overcomplicating it. In this case, your albedo for the metallic areas is exactly like a traditional spec map. For the albedo map, you create the differences in the two metals directly in the albedo texture. Nothing difficult or complicated about it.
If you read the documentation on the UE4 site, it quite explicitly states that you don't need to worry about using spec maps for 99% of materials. As for energy conservation - as long as you use things like the chart below as your baseline for reflective values, then the shader should do all of the energy conservation for…
The way I deal with linear to srgb is by prototyping my spec and gloss in Marmoset. After I have what I like I just use the Hue/ Saturation/ Brightness control on the color picker in Photoshop to get the linear value correct. So for .8 gloss in Marmoset I simply paint down 80% brightness and my values will be correct. The…
you're right Brygelsmack, you can use metalness or full spec workflows, they're quite engine dependent. the idea behind the metalness workflow is to simplify. if you look at the chart above you can see that the range that non-metals fall into is incredibly small. so when you work with the metalness workflow, it puts all…