Do you know where they differ? Unreal just used Disney's BRDF for specular highlights aka GGX. I don't think they differ other than that. Besides 1 -> 1 asset matching is a nice to have not a necessity
Yeah, I think Blender does have a few compiling cases: - 2.79 release has Principled BSDF shader, so finally PBR gained native support. One slight drawback is Blender somehow used the Disney model which is different from the real-time game engine model (many based on Unreal's innovation on the Disney model). - I am pretty…
Yes that's correct, but the results should still be very similar. They mention that they use a a typical lambertian diffuse model rather than adopt Disney's Burley diffuse and other than that that's about it. The real optimization comes from the importance sampling loop driving the roughness, since if they didn't do their…