Terrain: it appears I have maxed out my terrain Material layers in Ued3 and would like to hear other peoples maxed out setting in terrain... I can have everything running below it appears. If anyone else has stats on terrain, works regularly with it, or has done some testing, Id like to hear if my findings are similar. I…
yes you'll have to create your own diffuse inside your custom shading, see the tut, i have specularmasks, diffuse, cubemaps etc right inside the custom lighting ;)
albedo is if i remember the amount of diffuse light thats been drawn back by a surface as opposed to selfilluminating surfaces, damn my english... its the diffuse color of the object :P
Thanks Neox for that valve link! It's been quite helpful! :) I have a question though. What exactly is albedo? I did a google search on the term and it was defined as reflectivity. Though in that Valve paper it looks to be just diffuse shading. And the TF2 unreal shading example appears to be just a diffuse texture as…
that might be because your diffuse, by that time, had been compressed maybe? Your original process was fine, just make sure your diffuse has been exported with each channel (open in photoshop to check is what I do) and make sure you didnt check the NoAlpha settings when importing (forgotten the specific names off the top…
Ok, well I kind of got it to work, but it only works if I put in my diffuse map from the object into that lower texture sample, instead of the cube map. Where does the cube map go into then? thanks
just ran into another snag. using the custom lighting node, stops me using the standard normal/diffuse/spec nodes for the "normal" material aspects. i feel like i'm in a bit over my head, but i'll keep bashing on through.
Ya, I'm still not 100% sure on how to do reflections. I kind of got something working, but it's quite minimal. I think I just have a texcoord with the cubemap material with a camera vector linked to it into the diffuse. Then my model is textured with the spec map at the moment.... it works, but isn't right...
This is how I did it awhile back... You can simplify this if you don't need the fresnel effect. Just plug the power directly into the end multiply. The exp coming off the power is your spec power. That group at the bottom is just me reusing my diffuse map, so it would just be your spec map if you have one. Hopefully that…