- Surface Materials get an additional bool named ‘Use Specular Color’ located below ‘Use Material Attributes’.
- If enabled, the Specular input of the material changes from float to float3.
- If enabled, Specular output is scaled per color channel.
- The toolip of ‘Use Specular Color’ mentions, that the effect is only visible when using non-metallic materials.
- Specular Color may be used for greater artistic freedom.
I’m working on an environment scene for a small-scale fantasy rpg. For a variety of reasons, I’m not aiming for a realistic look.
UE4 is an absolute dream, and PBR is perfect for approaching realism.
However, everything that gets lit by specularity becomes greyish/white, respectively the color of the light source. I cannot get rid of a greyish shimmer throughout the scene, unless I scale down Specularity to the point where it is barely visible. I would like to have the sand become warmer when lit, and the rocks a bit colder, while leaving my base values unchanged.