I’m curious to know that without aid of a colored Specular how are we to achieve metals like Gold, Copper, or Bronze?
Anyone have any input on this?
I’m curious to know that without aid of a colored Specular how are we to achieve metals like Gold, Copper, or Bronze?
Anyone have any input on this?
By giving them a metallic value of 1. Materials with full metallic value will reflect whatever diffuse color you give.
Thanks Jacky! Gonna give that a shot now.
Worked perfectly, though iwth setting Metallic value to 1 my scene get’s significantly darker, any fix for that? ![]()
EDIT: Resolved by giving a constant of 0 to Specular. Cheers again Jacky!
Hey ,
In addition to Jacky’s answer, you can check out Material_Nodes map in ContentExamples for a good representation that you can play around with. There is also some good documentation here: Unreal Engine Materials | Unreal Engine 5.2 Documentation
Hope that helps!
Thank you very much ! PBR is definitely something I’m going to have to get used to, but I’m getting there ![]()
PBR is super easy when you are after realistic looks really. You don’t need specular value for metals(and you dont need it in general), but you need a roughness value for almost every kind of material.