iam doing some assets for UE4 and would like to pick up some tips, regarding my PBR-blueprint and level-settings. I have minor problems with metallic surfaces that are shown to dark. After multi the colormap and roughness(not in pic) it gets better is this usual?
How could i improve my PBR-setup shown in the picture ?
How can i achieve a look inside the engine like it is shown in the mesh editor ?
So its better to save metallic and rough in one note. Should i save the ao in blue-channel there too (gamma)?
I suppose its possible to steer for the sourcefile in the channels for one mastermaterial ?
Don’t use specular with UE4’s PBR, just leave it blank unless you need to override it (you shouldn’t for most realistic materials). You can plug a constant1 node into the metallic slot. You’ll also want to reference PBR tables to find a realistic base_color value for metals. You need a reflection capture actor in the scene for materials to look right. And you shouldn’t be using metallic of 1 for painted metals or metal with something on top of it.
Yes in this case i could maybe use a constant on metallic, the metallic has little opacity. Base color is ok for me (somethin similar to polycrystalline silicon). I use this PBR wiki: Physically Based Rendering Encyclopedia - Google Docs.
Reflectsphere is there, its the FPS-Expamplemap.
Is there a “standardized” ingame light/etc. setup as the setting of the mesheditor ?