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on: March 05, 2016, 01:12:52 pm
Hey Wes,
So, here is what I got:
I guess the difference in the overall "ambient" color is something I can fix with some tweaking, but in my opinion the result in UE4 looks more blurry, not that crisp sharp than in SP.
The first try was the same cubemap than in SP in the Skylight options, and then I´ve put also one into the Postprocessing options, but I guess this is redundant? Also, I didn´t find much of a difference between the 2 Versions (see screenshot).
Or is it something with the compression of the textures? Or the resolution of the Cubemap, which I could imagine affects the lightning details? I´ve also unchecked every sRGB from grayscale textures (AO, roughness, and also the Normal map, which is unchecked by default).
Yeah, so that is what I got so far...if someone has an idea, it would help! I guess this whole lightning topic is a hard beast...I tried to look into different threads over in the UE4 and Polycount forums, but just found the same hints and "perhaps" and "maybes"...
I know that this here is a Substance Forum, but I´m thinking of one comment on the latest Tutorial for Substance/Unity (which was awesome!), where someone asked for a Video-Tutorial on implementing the same "Rock-Stuff" into UE4. Maybe in connection with that, you could make a detailled breakdown on which lights and settings to make in UE4 with this example!
So long,
peter