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dubcats secret little hideout

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dubcat:
I've ported Metallic Shading from Unreal 4.
The falloff has bright edges, dark middle and semi bright center.
In Unreal 4 you are only allowed to change the Base Color, but you can tweak the gamma inside the Pow maps for different looks.

Basic shader to show the effect





I've also updated the Fuz shader.
- Fixed some math in the Core Darkness section.
- I realized that pow is the same as inverse gamma, so now you can adjust Power the same way as in Unreal 4.




--- Quote from: romullus on 2016-10-12, 09:57:36 ---Transition from rock to moss doesn't look that good.
--- End quote ---

This has to do with Edge Brightness, I had it at 1 during testing.

rambambulli:
Professor Dubcat,I love it! I have been looking for this to hook the curvature, positionmaps, etc. to some Substances I made.

dubcat:
Megascans Studio heightmap based blending inside 3dsMax





edit:
The Gamma 2.2 map is there because Output Map is linear, and we want to emulate Levels in Photoshop.

dubcat:
Edit: Bug in my auto script, will post update when it's sorted out.

romullus:
I thought that after most recent changes in Corona material (PBR mode), its glosiness matches 1:1 with Vray GGX, isn't? :/

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