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我现在在工作中实用的是metallic roughness的工作流程。 在实际的工作过程中,我会添加一个constant的节点去控制specular的强度。 但是随着我浏览的关于PBR/PBS的文档越来越多。我发现,大部分关于metallic流程的文档都倾向于保持specular节点为默认参数。而且在substance painter的PBR roughness UE4材质球下,输出的贴图中也没有specular的贴图。 那么在Unreal中的specular节点的是怎么工作的呢?我是否还可以用constant控制specular? 如果我使用specular调整高光的颜色,是否会和 metallic roughness的工作流程冲突? 现在这些让我很疑惑,希望能被解答,谢谢。

Product Version: UE 4.15
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asked Aug 28 '17 at 09:59 PM in Rendering

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