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Re: Sign up for CRYENGINE Master Class Live! – SAE Institute hosts public CE workshop

Why would you need metallic maps in a specular/smoothness workflow? It doesn't give you any benefits. You can just simply mask your metallic and dielectric materials in the specular map by using the correct pbr values. Thats why the specular/smoothness workflow exists to begin with. It's at minimum...

Re: Sign up for CRYENGINE Master Class Live! – SAE Institute hosts public CE workshop

I like that you can see changes in real time in CE's material editor. You can't do this in unreal, you always have to compile even if you just move a node.I agree however that it needs an overhaul. Support for metallic maps is greatly needed too (UE has both specular maps and Metallic maps).

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