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
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.
Thank You
Eric Ketchum
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
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.
You may need to adjust the contrast math in the function used in the Roughness setup.
Good Luck!
Eric Ketchum