Material setup - Metallic / Specular (using DDO)
i have assets in my game, which all use unique textures, some of them are non-metals, some are metals and some are both. I tried to create a very basic, universal material, but somehow my specularity just isn't quite right. My textures are done with the latest DDO version. I have an 'Albedomap for Metalness' (+ heightmap in alphachannel), a Normalmap and a special map consisting of (R = Roughnessmap, G = Metalnessmap, B = AO). This is my material setup:
and this is what it looks ingame (as you can see, it's way too specular): Can someone tell me what i am doing wrong? Do i need an extra specmap if my texture is non-metallic? When i turn down my Specular parameter to 0.04, my textures ingame look better, specularity-wise, but they are far from what i can see in DDO.
I was able to fix the problem, thx to my m8s at polycount :)
My 'special-map' texture was (in the Compression Settings) set to Color. Changing it to 'Mask' or 'Grayscale' (Linear Grayscale in the Sampler Type) fixed my issue instantly. In addition i got the advice to leave the 'Specular' completely unconnected. And to always set my Metallic to exact '0' for non-metals (which i already did by adding my switch).
My final material looks like this:
If you look at: http://www.marmoset.co/wp-content/uploads/materialref02.png it actually shows that even non-metal surfaces could use a little bit of metal for effects. (just a thought).
As for the specular, Besides making it a variable/parameter a map for it (or at least a grayscale from the albedo multiplied by a value you feel comfortable with) will probably give a better result.
Also make sure you put a worldcapturesphere so that ingame it looks as it should.
that is.. about all i currently know about bpr/materials that could help you. Good luck!
answered Nov 24 '14 at 07:12 PM
Uncheck sRGB in Texture Setting about Roughness Texture.
answered Apr 05 '17 at 05:46 PM
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