Generally, roughness in SP/SD and in UE4 are way different than each other. The result is always smoother in UE4. What I do in SD is to run the roughness into a convert to linear node right before outputting it. That said, there’s no such node in SP but the only thing being wrong here has something to do with RGB/sRGB. I don’t know what’s exactly looking different in UE4 on your side compared to SP result. Can you please let me know?
Thanks!
yes, I am a big fan of the new DOF in 4.8, though it needs a sample count control, so I can get higher quality, and reduce noise etc. It also doesn’t work with the High Resolution screen shot tool, and Temporal AA, because it only gets a single sample.
I will hopefully have an update out later tonight with progress in the environment.
from what my research indicated, all you need to do is switch off the SRGB flag for the Roughness and Metalic in UE4’s texture editor, even though it probably won’t still look exactly 1:1 between the two apps. Once UE4 compresses the image you will automatically loose quality, and the only other option I can think of is to turn mip-mapping off on your textures, which isn’t really an option for games. and of course you need to set your compressor on your normal maps to Normal Map Compression.
I have redone all the texture work I had done up to this point in SP, and over all I am quite happy with it, it takes a fraction of the amount of time to paint these type of maps in SP, than it would the traditional way, though if you want to create specific image based detail, I find that Photoshop is still the best way, unless you just want to project an image on to your mesh in your standard 3D app and then bake that to the UV, which is also an option.
Maybe some of you can help me with some of the issues I have encountered while making this.
A) hands are no longer attached to the Steering Yoke like they should be.
and B) bringing in the assets as Skeletal Mesh’s have dropped SOME of my UVs to the point where large pieces of the mesh cannot properly display materials.
To see what the animation looked like before import see this video rendered Offline.
Finally worked around my export issues, however a new issue is that for some reason the lighting is changing drastically as the model moves through the shot, it’s like the model is passing through different lighting environments and the change over is lagging so much that as you can see at the end the FG just keeps getting brighter for no reason. there aren’t any blue lights in the scene, just the emissive materials that are baked into the lighting from the ceiling. (4.8)