How to remove Shininess?

Guys,

When I apply my landscape material its too shiny in certain places, how can I fix this?

An example is at the top of this mountain:

I’d really appreciate some help guys.

D.

Read the material and PBR basics and how roughness in particular works: Physically Based Materials | Unreal Engine Documentation

I’m currently running a series on PBR shading on my site, I don’t know if this has the information that will help, but I’ll shill it anyway: http://joy-machine.com/devlog/2016/9/8/lighting-shading-and-texturing-part-one-pbr.

(if not, just ping me and I’ll go into some more detail on what I did for my terrain – though it’s also in my next article I’m working on now).

Generally, landscapes have very little specular in real life due to the large amount of micro cavity shadowing. A good start is to use a roughness of 1 and also use the basecolor as the specular input even though that goes counter to what most PBR guides suggest. The thing to remember is that most PBR articles are talking about single pure surfaces and not landscapes which are more complex in reality than just a single lighting term. If you can render an actual cavity map this can work well for the specularity but you often have to push the contrast into the cavity map to be darker than what you’d use for assets that are viewed up close primarily. of course this isn’t always true such as for very wet marshes.