Hi,
I have compared the material roughness response against PBR materials in the other renderer/application because we want to match the the lookdev and the final look in the build as much as possible. We are assume we will use Substance as main lookdev tool in this case.
Please find the image I have attached. You can find UE4.17 material’s specular response is different from the other physical based renderes. I didn’t find same behavior when I set Metallic 0.0, so this may be related with Fresnel.
Material parameter I have used for this test.
- Base Color 0.9607, 0.9647, 0.9647
- Metallic 1.0
- Roughnes 0.0 to 1.0
Sky Light setting
- Cast Shadows off
- Lower Hemisphere Is Solid Color off
- Cast Static Shadows off
- Cast Dynamic Shadows off
- Cast Volumetrics Shadow off
- Occulusion Combine Mode OCM Multiply
I have also tested several version of UE4 from 4.10 to 4.17 to find this issue, and it seems that 4.14 or later have this issue.
Thanks,
Makoto