UP TO DATE
Here is my attempt to sync SP and UE4
- use 64 samples or Brute Force option to reduce noise
- use no-Direct sun env maps for better result(Bonifacio Street for example)
- you may find more info here:
- if you found a bug - post on blog or email me: email@example.com
Uploaded: almost 2 years ago
Updated: over 1 year ago
File Name: UnrealEngine4.glsl
Size: 7.27 KB
Praise you, kind sir.
Any clues as to why the difference in cube maps?
Thenx, Cool! I waited this shader long tome))
Any clues as to why the difference in cube maps?"
that is the question i should ask unreal, i don't actually know, looks like some kind of tone curve is applied to it. May be they try to compensate filmic tone curve ruining low-range spec or something.
I see a lot of difference on the specular reflections, seems to have a lot of artifacts. Any idea why that's happening?
If it's noisy it'ok, use BruteForce checkbox. And try to avoid env maps with bright sun, substance has no support for direct and point lights, so it's simulated throught importance sampling, and that's not good enough. if you have different problem , email me with pictures .
Just started working with UE4, bought substance painter today, clicked the substance share link on my first boot and the first entry is a shader for ue4. High-five to you.
Actually, if anything, the brute force option makes the specular look worse. I've sent you an email with screenshots.
Ok, looks like the environment map thing is the issue. The amount of specular noisiness changes dramatically between different env maps. I get very, very good results with the "bonifacio_street" env map.
Hey ! Looks like i found a solution for noise problem:
I've allready updated shader, but Allegorithmic reviewing it now, you may download shader right now from the link above
Excellent work!! Looking at the picture I'd say that clears up about 90% of the noise. The PDF is incredibly interesting as well, should be a great resource to add to my library. Well done.
I would love to try this, but once I load the shader, Substance tells me there is an error. (Without telling me what it it). What is the proper way for me to put it in substance? Maybe I'm doing something wrong.
-> Käy Vriend
can you email me some details , what the error is, what's in the log file, etc.
i can send you some versions of shader to see if it works
I am really liking the Brute Force checkbox. It's nice being able to keep the Shader Quality at Low for the most responsive painting, and then with a quick click, be able to view the work with super crisp quality.
NICE! Thank you very much!
shader on share in NOT up to date, it's pending staff review for more than a week from now, so download from here for now:
what version of shader do you use?
from here: http://damart3d.blogspot.com.by/2016/05/substance-painter-shader-unreal-engine.html ?
what is in the log? this looks like shader is failed to compile, it should give you error message, please repost it
It seems to me that roughness values of 0.00 & 0.01 produce anomalous noise on both metallic and non-metallic materials, like it's out-of-range or something like that. Starting at 0.02 it looks OK. Maybe with a slight adjustment to the way roughness is calculated making the current 0.02 - 1.00 range the new 0.00 - 1.00 range it might look a bit cleaner.
Hi ! Thanks for this work. But, the shader doesn't work on my computer. Object are all pink (no texture applied). Do you know why ?
i'll look into it
I've found that adding a pure white layer @ 34% opacity on top of materials authored with the default metal-rough shader gets a pretty close match in this ue4 shader.
Hmm...I was very excited to test ist. Thanks by the way :) BUT : when I switch to the shader, my model loses its roughness and becomes shiney allover ...any idea why that could be ? Works jus fine in UE4.
Yes I have materials losing their roughness as well
Hi!! Thanks a lot, just 1 doubt, the shader doesn't show the emissive channel on the material, is this normal? if i click C to emissive view, is there but on the material don't, any idea?? Also i tried with the shader parameter increasing the emissive intensity but nothing happen, other than that works really well, also on the marmoset shader of u4 too.
Does it have transparency support and reflections on transparency, fresnel effect, etc.
unity shader plz
I'm having a difficult time seeing any difference between the two tank screenshots because the resolution is quite low in the unreal version. I would try and keep the resolution the same when comparing two images, kinda defeats the purpose of comparing them. Really awesome work though and thanks a lot for posting.
about 1 hour ago
Thats because there is no differrence:) Both are the same image , small one(with UE logo) is for icon
Does this handle refraction well? I want to use the methods in unreal to get some nice looking eyes but it's been difficult for me to get Iray to work with me.
It could great. Or it WAS. But at current time - roughness values are completely different from UE4. With default PBR shader in substance, everything looks much closer to UE then with this shader. With Shader - weapon looks like shinny chrome noisy parts . Also, that noise looks like screen space effect and doesnt respond to range beetwen object and camera in substance.
very goood 666
I am sure you've done something wrong. Like you started to work with roughness pipeline and switch to my shader in process, so you've got inverse mapping for gloss. UE4 did not changed their BRDF in any of recent updates, so 99% that your troubles are wrong content. I can help you if you give me more details on your project.
Will you ever consider adding support for features such as transparency and emmisive materials? Great shader btw.