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Normal Shaders to PBS

Hello , i have a weapon that i have created in Blender and Texturef it in Ddo and Ndo so the résult is :

1 diffuse texture

1 Gloss texture

1 Specular texture

and a normal map

so in UE4 i've setup a basic material , Pluged the Diffuse on the basecolor and the normal map in the normal but for the gloss and the specular , i know that the specular work only with non metalic materials ,how can i convert these maps to put the rougness

sorry for my bad english and thank you

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asked Sep 01 '14 at 07:19 PM in Rendering

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Amiot
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Hey Amiot -

Here is a conversion Material Function which can get you started. You may want to play around with it to better suit your needs.

alt text

Thank You

Eric Ketchum

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answered Sep 02 '14 at 06:40 PM

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Lovecraft_K ♦♦ STAFF
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avatar image Amiot Sep 03 '14 at 10:45 PM

Thank you very much , you saved my life but just a litle thing , i think that the specular dont work with metalic materials and i need for roughness any idea ! and thnx another time

avatar image Lovecraft_K ♦♦ STAFF Sep 04 '14 at 01:59 PM

Hey Amiot -

So the Metallic setting is an approximation as all the outputs in this material function technical are. In the PBM system in UE4, Metallic really should be limited to either a 1 or 0, is it metallic or not, for most material setups. You can get some interesting things by using the range between 0 to 1, but for the purposes of most materials and in specific materials which are supposed to be metals just plug in a 1 (metals) or 0 (non-metal).

For the Roughness setting I updated the above Material Function with a new area which combines the Specular and Glow Maps to get a rough roughness approximation.

alt text

You may need to adjust the contrast math in the function used in the Roughness setup.

Good Luck!

Eric Ketchum

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