Material rendering bug in 4.8
I made this a new thread since I know now that it is a bug and I want to make sure the right people see this:
Material rendering in 4.81:
Material rendering in 4.61:
The gifs should make it pretty obvious, anyway, with that material setup there should be no reflection nor specularity yet it clearly is there on the box in 4.81. In 4.61 it is rendering correctly.
I don't know since when this bug exist, I just used 4.61 as any older engine.
The important part is that the luminance of the faces change when changing the view which also happens in your gif. I know now that it is some sort of reflection fresnel which is now how the shader works.
Luckily someone over at polycount got me a fix for this: "Shader folder: DeferredLightingCommon.usf line 103
//float3 Diffuse = Diffuse_Lambert( GBuffer.DiffuseColor ); float3 Diffuse = Diffuse_Burley( GBuffer.DiffuseColor, LobeRoughness, NoV, NoL, VoH );
uncomment 103 and comment out 104. "
So at some point you at Epic changed the shading from Lambert to Burley and Burley does that fresnel reflection even when you have it set in the material to have no reflection. I don't know why that is intended but luckily I can opt out with that change in the shader file.
Here is the whole thread on polycount, I was not the only one confused by it: http://www.polycount.com/forum/showthread.php?t=154488
answered Jun 29 '15 at 08:07 PM
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