So I imported an asset to UE4 with the material values the same as the values in marmoset in metalness workflow... This was the original real time render when viewed in marmoset and with my roughness map's gloss value and metalness map on marmo as max... As soon as i import the asset to UE4 the roughness value changes?…
So, a few things. Marmoset, by default, uses a different specular technique than UE4. You can set it to be more akin to UE4's method by going to the reflection sub-panel in the material settings, and setting it from Blinn-Phong to GGX. Also, for comparison's sake, your UE4 scene doesn't have as interesting of a light…
Because metals are generally labelled as white whilst dielectrics are black noh? I'm following this physically based texturing method whilst using a dontnod chart for fresnel value. Is there something I should be aware of converting to UE4?
Also make sure in UE4 you are setting your compression setting to "Masks" in the texture properties for your metal/roughness textures. It makes a big difference to how it renders. Also make sure that the "sRGB" checkbox is turned off. Setting the compression to masks should automate this but verify.
Dat sudden realization in marmoset that 0.3 gloss value was default for roughness BEFORE it converts to 1.0 when a roughness map is imported. lel and here I was thinking 0.3 was the actual roughness value from marmo to UE4 inversion. Note to self: Leave a dontnodchart as it is. Damn, what fail xD Thanks for the replies…
Hey WarrenM, thanks for the heads up man, excuse my newbness, I'm not sure if this is the case of putting compression settings to mask in the texture properties but it did make quite a difference to how it renders out in the viewport, here are some screenies for the before and after comparison. BEFORE: AFTER: Here are the…
Ah yeah, adding a one minus node did a little bit of justice for roughness, but still, lighting needs a bit of practice to set up and get used to since my constant use of marmoset and it's default blinn phong reflection setting xD. Here's how it is now, with (better?) lighting. and if I were to follow a particular material…
If a metal surface is covered in paint, it's no longer a metal and should be treated as a non metal surface, same thing with rust and other materials on top of metal. An exception to that would be metallic paint, but that's not very common.
Why does your metallic look pure white? Painted metal is a non metal and should be black. Also roughness and glossiness are inverted from each other. Black or 0 in roughness is perfectly smooth, white or 1 is roughness is completely rough.