Author Topic: Non-PBR / Spec + Gloss Shader in UDK  (Read 2023 times)

Say for example I use the new Spec Gloss Shader in Painter 2 and export those maps in to Last Gen engine (UDK), can I have the expectation that the maps I authored in Painter using Non-PBR will be approximate and function appropriately in UDK?
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Probably not, as the PBR spec/gloss workflow puts black in the diffuse for metals and that will likely not give the desired result in UDK. You may want to add some of your specular map to your diffuse on the metallic areas. You can also use the non PBR template in SP2 to get a result that will be much closer to the UE3 renderer.

Jeremie, can you tell me a bit more about the Non-PBR Template in SP2? I haven't gotten my hands on the upgrade just yet.
Portfolio: Dylanmellott.com
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It is just a regular diffuse/specular/glossiness/normal map blinn-phong shader, very similar to what you can find in UDK or other older engines. I'm not sure it supports reflection though, I'll have to check.

Hi Jeremie,

I have SP2, all up to date through Steam - but don't have a non-PBR Template to select from. Any idea why not?

Thanks,

Adam

The template was actually not included by mistake, here is a link to it, you can copy it in the template folder of your shelf.
https://www.dropbox.com/s/8uhd9q0d4edmfl0/SpecGloss%20%28non%20PBR%29.spt?dl=0

That's brilliant thank you - very useful.