longpinkytoes Posted December 31, 2016 Share Posted December 31, 2016 this post is a year old but it really got me thinking about SE retex potential.i have tried poking around on google, steam, nexuswiki, actual wikipedia...i'm having a hard time getting any hard technical details about the SE engine.i even popped in to ask the experts, but i suspect they are busy with holidays. at school all of the shaders we make are geared for pre-render, not live renderso words like brdf, fresnel, gloss, smoothness, and anisotropy are familiar now.UE4 already supports using physics based rendering shadersand i'm really curious how much of that we can implement in SE.i asked on chatty and the SE engine treats normal maps as bump mapswhich just means ignoring the colour information so it's a greyscale map?i know that UE4 [and therefore the bears] can support displacement maps,but i'm wondering if the upgrade to the SE engine means allows that too. Link to comment Share on other sites More sharing options...
longpinkytoes Posted January 6, 2017 Author Share Posted January 6, 2017 A Theif's Endher artstation Link to comment Share on other sites More sharing options...
longpinkytoes Posted January 6, 2017 Author Share Posted January 6, 2017 Witcher 3 fresnelRemember Me Link to comment Share on other sites More sharing options...
longpinkytoes Posted January 6, 2017 Author Share Posted January 6, 2017 pbr basicsyou can toopbr conversion Link to comment Share on other sites More sharing options...
longpinkytoes Posted January 7, 2017 Author Share Posted January 7, 2017 Károly Zsolnaissss Link to comment Share on other sites More sharing options...
longpinkytoes Posted January 7, 2017 Author Share Posted January 7, 2017 some questions answered... Link to comment Share on other sites More sharing options...
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