OK, new version coming very soon (later today?) This new version's got some changes: 1.) Now using GGX instead of normalized blinn-phong, bringing specular results closer to that of UE4. 2.) Changed the specular cube mip factor to more closely match specular highlight results. 3.) New specular cube texture included.…
I don't know what UDK is doing - it could be they are doing some sort of highly simplified calculation which isn't totally accurate. All I'm doing is reflecting view direction along surface normal using the built-in reflect function. The result is also realistically plausible as evidenced by many photographs I can find on…
I would think so too. Maybe what he means is that it's not a 'linear' selection (0.0 roughness is biggest mip-map, 1.0 smallest mip, linearly distributed) and that it depends on more factors like maybe pixel fresnel value, reflectivity, roughness, view angle, etc. (but not all of them I would think). There is this 'hello…