http://i275.photobucket.com/albums/jj314/scottmichael28/36.jpg
http://i275.photobucket.com/albums/jj314/scottmichael28/37.jpg
http://i275.photobucket.com/albums/jj314/scottmichael28/38.jpg
http://i275.photobucket.com/albums/jj314/scottmichael28/39.jpg
@Jacky: The last image comparison above really tells it. Yeah, it was the gloss level. I didn’t see the spheres or builds do anything because my maps weren’t glossy enough to show a significant change. You can read, read, read, but until you do it, you don’t know it yet.
@Tim: My words are eaten … you were definitely right about the materials. My initial post didn’t help with enough info as to where I was in my understanding. I guess I assumed that since I studied PBR, had a metalness map, didn’t have a physical scene, and was bewildered by the different ways to set up things to reflect in an Unreal 4 scene, that it must be the scene setup that was the issue.
Seriously, thanks.
From here I will try some changes to my color and gloss maps. I’m not sure how the color of the metal changes the reflections either. My biggest questions for this forum now is about importing HDRs and the different ways to capture reflections. My HDR is in .jpg format and is giving me a message upon importing (and won’t go into the cubemap slot at all). The scene shown above has it on the sphere (static mesh) as an emissive material. How do I have it in the right format? Also, I’m confused about static vs. stationary lighting. If I should use static lights, what does this mean (from the manual):
“Static light types should not be used together with the Reflection Environment as they will put direct lighting in the lightmap.”
And as well, am I to understand that the skylight only reflects light based on an image, not full-blown image reflections (from the manual):
“We also get specular from the sky through a Sky Light, but that does not provide local reflections, since the Sky Light cubemap is infinitely far away”