Well, there is a difference, but to put it simply... With PBR, everything has a reflection, even the most rough and diffuse of surfaces. Because of this, the reflection spheres are applying a cubemap to your materials. In many ways, this is replicating an ambient cubemap because you're essentially telling the surface to…
Hey guys long time no see. I started this scene some time ago but never finished it, so I decided to give it a shot with UE4. It's based on a concept from Artyom Vlaskin ( who doesn't know him, seriously ? ), and, as it was designed for the abandonned game Captain Blood, I guess it's some kind of pirate lair, so I'll call…
Well I've read the doc and this look a bit complicated for me so I'll pass on the cubemap. I don't even think it will be noticeable as I don't have a complete pbr shader, but only a diffuse. I also tried to add an outline, with the post process shader from the example, but it doesn't look good. Either I have an outline on…