![]() ![]() While in Toolbag and other apps the transition is blended and smooth, in Unity it's just too abrupt. ![]() The transition between rough and smooth areas on the surface are too sharp. Another issue I noticed, seems to also be related to smoothness. Still, even with a hi-res probe, the image is far from what I'm aiming for. I don't really understand why the resolution of the probe has such a great impact on the image, but if I bring down the resolution of the probe to 128, I get exactly the same result as above. The next image, is exactly the same Unity setup, except now instead of using the built-in scene reflection, there is a reflective probe present, with a 512 resolution, which is higher than the built-in one. There are parts that are still very glossy, like the reflective edge on the part, covering the cylinder, the rest is very very rough and doesn't look like metal at all. The next image is from Unity, using the same environment and having the light direction adjusted. The first screen is from Marmoset Toolbag, note how reflective is the gun metal. I'll attach 3 screenshots to illustrate the problem. It seems there is some issues with how the glossiness (smoothness) value is processed. I was fiddling around with the Standard shader trying to recreate the same looks I get in Marmoset Toolbag and Quixel Suite, but I just couldn't make it work. ![]()
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