Thanks for the video link! It's cool to see their approach for flake normals. My system takes advantage of a masking flake texture/noise normal map to produce the flake. The custom map they use for rendering unique and randomized flakes is a good approach. I think that would be a great way of simulating dense flake layers.
My textures are using much less dense flake patterns, and each flake is being handled by individual pixels. Essentially, the flake in my material is enhancing the look of a solid metallic surface, adding high contrasting highlights. I will have to see if I can find a way of generating a similar map to the video. I think that UE4 could definitely handle it! And it might look a lot better than my current setup!
My original plan was to create a similar normal map, but after testing, the masking system seemed to work nicely. But after seeing these results, I am definitely going to have to revisit the normals.
Cheers,
Vince
My textures are using much less dense flake patterns, and each flake is being handled by individual pixels. Essentially, the flake in my material is enhancing the look of a solid metallic surface, adding high contrasting highlights. I will have to see if I can find a way of generating a similar map to the video. I think that UE4 could definitely handle it! And it might look a lot better than my current setup!
My original plan was to create a similar normal map, but after testing, the masking system seemed to work nicely. But after seeing these results, I am definitely going to have to revisit the normals.
Cheers,
Vince
Originally posted by MC Stryker
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