How to create a fully black material with no reflections at all?

What i am looking for is how to create a black material in a way that it reflects no light, just pure black, like a black hole, i can only think of negative emissive, but i can’t make my material “Unlit”, i only want part of my texture to behave that way, that’s a picture of my character for reference:

And this is the issue i am facing:

It’s important to note that i’m using a cel shader, but as you can see, the black parts of the character’s face that should be acting as outline and shading (mouth and eye black outlines) are getting strong reflections, despite having 1 roughness, i’d like them to not react to light at all, any ideas?

change specular to 0 :face_in_clouds:

Hey Husky, roughness is already set to 1 and specular to 0, that reflection is actually a color highlight that looks like reflection because of the cel shader, so i really need a way to make that part not react to light at all, unlit, but only a determined part of the material i guess.

Try this maybe?

It’s lit but just black & 0 spec


Same thing :confused:

I don’t think setting Emissive to a black color even does anything, does it?

Can you maybe post your full texture image here on this forum, to try to find a fix?

Another thing I can think of is to create a mask and plug that into roughness to prevent is from reflecting rather than just pluging a constant into roughness that’s set to 1.

By the way, how does your character look like in the top picture when you view it as “Lit” ? Without the post-processing etc.

Hey, thanks for the attention with this, here is the texture:

Regarding your other recommendation, i don’t think that would work, roughness makes no difference in my issue, but this is how it looks.

This is how the character looks with “Lit” preview:

I might have to fix this in the cel shader itself, this is how he looks without the cel shader, the issue barely noticeable here, if present at all:

and cel shader on:

This is my actual cel shader material:


It looks like i have fixed it by tweaking the material settings, i changed the blendable location, from after tonemapping to before tonemapping.

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