Hey all, Spent a few weeks working on this in UE4. Still needs a bit of work with the lighting, atmosphere, and god rays. Was hoping to get some feedback or crits so i can wrap it up. Thanks!
I have two questions: 1. Did you manage to over-ride UE4's "metalness" shader workflow? (ie, did you work with a full colour spec, or the metalness mask?) 2. If you did use the metalness workflow, how did you find it on a large scale environment?
Actually I believe there is a seam there, you can tell the bricks don't match up perfectly. I do have the wet drips running down bricks as part of the shader, and that would be the only thing procedural. What i think is happening here honestly is just the power of how UE4 handles physically based materials and reflection…
Hey guys, sorry for lack of updates. The feedback has been really helpful and I should have a update within a few days. As for the focal point thing, I have to admit this is something I overlooked. The primary reason being entire level is meant for gameplay (and cinematic) so I built the lighting scheme based on what I…
Okay i understand that, but there really is no reason not to allow full specular ranges as an option, the math change is so simple it's actually scary that it isn't already in. the line of math would currently look like: Specular = 0.02 * (1 - metalness) + albedo * metalness;Diffuse = albedo * (1 - Specular) * (1 -…