left is Painter with specular quality Ultra and is same sbsar material (color and roughness) exported from Designer. Same "panorama" environment with same exposure value . Painter in "low" settings makes it identical to Designer. So which is actually Physically based for real ? What matches Unreal currently ? Does anyone…
For real? Both Matches Unreal? Let us know. Any idea? Somewhat. Every real-time render is opinionated, they all make tradeoffs. Also, PBR shaders all have different approximations, because PBR is not a perfect science. It’s much much better than the old Diffuse/Specular/Guessing method. But it’s still open to…
You can check it yourself just by changing specular quality parameter in Painter . Default "low" looks same as in Designer. Ultra makes any material shine a lot. Especially in mid grey roughness values. Imo correct intensity and spread of highlight spot is basically main feature why we once switched to PBR pipline, right?…
Well. Looks like it same shader there . What's different is "low" 4 spp vs "Ultra" 255 spp . My guess spp is samples per pixel. Not sure I still understand why it produces so drastically different shine . And why at all it should be based on number of samples in real time shader.
Do you mean they just paint the sun there with what they believe right intensity and in random height /angle ? Looks like so actually . I see sort of stamped in sun disk , too big for actual sun and have zero corona around. What would be properly calibrated HDRi? Is there a way to distinguish them? With "calibration" do…
Amazon also shares a calibrated set of studio HDRs, I’ll see if I can find the public link. They’re a bit overlit for my tastes, a ton of bounce so it’s a bit difficult for judging shading. But they’re purposefully grayscale so no color cast.