This might be a bit of a noobish question, but I'm a bit unclear on this. I'm looking at some materials in an Unreal3 project, and instead of having a baked specular texture (or alpha channel, etc), a lot of the speculars are generated in the material node editor, along the lines of…
well. another reason for doing that node based way is to not have to load another texture just for spec. depending on platform it could be pretty deadly for your framerates if everything had an extra texture just for spec. also it's so much faster to quickly iterate your spec like that. arguably you could say that hey,…
Yeah, TD was briefing me and he mentioned the artists here tend not to do anything special with their spec, like you said, hence the node-based spec. Thanks for the additional info on the 360+PS3 stuff as well! :)
It's just 3 or 4 more instructions on the GPU if you do the typical Node-based thing and as most people never treat their speculars any better than that in Photoshop either it's sufficent. In regards to speed: Keep in mind you have a very limited texture buffer on your GPU, especially if you go with XBox or PS3…
Yeah, this is something I'm seeing here. There doesn't appear to be a huge well of understanding of the real purpose of specmaps amongst the artists. I mean, it could be they're just rushing and don't give a shit, but I doubt that, since the rest of the stuff looks good. Even ignoring the fact that the specmaps are…
So this is an excuse to do it wrong? Edit: Im with EQ on this, your spec is the life of the material. Just cause its not on the screen, the same as a char/wep doesn't mean it should not get some lovin. Your just creating a less appealing environment to run through. Yes its more on the engine but this isn't the 90s anymor…
I've gotta say this makes me cringe a bit, spec is generally the life of a material. Unless its something that has very little/no reflection. On certain materials like metal, rubber, certain plastics, lacquered wood etc, the spec is often what should get the most love. Pulling a spec from diffuse should only really be done…
how many people use the blue channel of the normal map how expensive? don't know if this is a totally crazy idea, but what would happen if you put the spec map into normal blue and then split in the material up?
Very interesting thread. I know this thread is Unreal specific, but i'll broad it up a bit and say it really depends on your engine / shader system. I don't know how Unreal works, but with CryEngine3 material editor, with a few minutes tweaking your material (spec strenght and color, glossiness,fresnel tweaks and…
In Unreal terms, you can put the specular in the green channel, and the green in the alpha channel, then use normal map compression to slightly dodge artifacting - since unreal represents green with an extra bit and again when calculating lighting. This works best with slightly older versions of Lightmass prior which…