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Entagma | Sloppy Unreal 03: Correcting Mistakes & Bevelling Legos @Entagma | Uploaded 3 years ago | Updated 20 hours ago
00:00 - Pointing out mistakes
00:24 - UE's material model
00:50 - What's up with F0?
03:10 - Fixing our UE materials
03:43 - Why bevel and not use a shader?
04:30 - Building a beveller in Houdini
08:40 - Exporting an FBX for Unreal
09:05 - Importing the FBX into UE
09:43 - Fixing the cine cam's focus target
10:00 - Infamous last words

EDIT: Damn it, I think specular in UE and me are cursed. When I was testing this setup I had post processing exposure cranked up, which messed up my results. Turns out that specular expects a value between 0 and 1 which internally is remapped to an F0 ranging between 0 and 0.08 (corresponding to an IOR range of 1.0 to 1.788). So to set up a dielectric material with an IOR of 1.5, just use a spec value of 0.5.


The last part of our sloppy UE series got a bit too sloppy. When setting up materials, Mo made a few assumptions which turned out to be absolutely wrong. Luckily Lucca caught them and pointed out that Mo's understanding of Unreal's material specular was totally off.

In this video, Mo goes over what goes on with the specular values in UE's material node and adds detail to our lego model by building an edge chamfering setup for Lego pieces in Houdini.

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Paper: Physically-Based Shading at Disney :
static1.squarespace.com/static/58586fa5ebbd1a60e7d76d3e/t/593a3afa46c3c4a376d779f6/1496988449807/s2012_pbs_disney_brdf_notes_v2.pdf

Paper: Real Shading in Unreal Engine 4:
de45xmedrsdbp.cloudfront.net/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf

F0-Reflectance:
handlespixels.wordpress.com/tag/f0-reflectance
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Sloppy Unreal 03: Correcting Mistakes & Bevelling Legos @Entagma

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