Well, a big concern is getting it matched up to UE4, so its easy to use Toolbag to preview before importing into the engine. But I would also be curious to see what Crytek looks like.
Yeah, the Quixel guys are working on that as far as I know (UE4 support), at least when used with DDO. Not sure how will it would integrate into other texturing workflows, but I have to imagine it wouldn't be that difficult to figure out if all the base scans are calibrated in the same way.
hey guys, Sorry for the lack of updates. I've been busy with my project and I'm employing what I've learnt from compiling this doc. However I had a few questions that I don't recall me finding an answer to. Here's the scenario, I'm using UE4 in order to practice this engine and have experience with it. There are all the…
Thanks for making this document man, it's very well done already. I have sort of a related question: What is rust? On wikipedia it's defined as an Iron-Oxide. If I'm making rust in UE4 with the metalness workflow how much of my rust would be metallic? Half, none, all? I'm not really clear on this. Anyone care to weigh in…
threw one together for Marmoset's new GGX specular, compared with its regular blinn-phong. I think I'll add a page to my website about this soon. It's very interesting seeing side-by-side comparisons of how these shaders behave. Unfortunately, the only other engine I can get to, other than Marmoset and UE4, is Cryengine;…
Yeah, that's what I mean. I just checked the image again, comparing the brightness/luminance in the 4 corners and the real difference appears to indeed be less than the perceived difference. It's really the bottom 3/4 rows where it becomes significant. Of course, as you said it depends on the IBL but I've been testing in…
i'm pretty sure the science behind this is in how we process our IBL vs how they do. since toolbag is a standalone rendering platform, all we really need to worry about is making sure things look good while still performing well on our minimum specs. UE4 doesn't have that liberty, they need to make sure that their renderer…
You're talking about perceptual luminance right? eg what you think it looks like visually, to your eyes? I actually think UE4 has done a really solid job of maintaining perceptual luminance all the way through the metalness range, I've definitely seen much more jarring mismatches in other PBR renderers. (e/ yes, I know…
I never fully understood why people say that with a metalness workflow the specular reflectance has to be hardcoded. For instance, I am working with the PBR Plugin Alloy for Unity which also employs a metalness workflow. It is based on Disney's Principled BRDF. However, you can still assign a monochrome specular map. That…