My comfort zone is being able to set up Unreal settings effectively and make my scenes look convincing.
This year, I will try to invest my time to competently research material properties in order to get better roughness values.
I would like to do this in order to produce more realistic looking assets for the game engine in order to work with my ability to create nice post process volumes and lighting within unreal.
In theory, by doing this I could get material surfaces to react properly to lighting, for example reflect where it should and be absorbed where it shouldn't - an example of this could me old style metals, round edges it is worn and would have a slightly different roughness value making it more or less reflective.
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