Specular Scale now Hard-Maxed at 1.0?

I just noticed UE5.6 hard-clamps Specular Scale to a max of 1.0.

Previously I could use a blueprint override to set the scale to any value. This doesn’t work any more.

Yes, it’s not physically accurate to use any value besides 1.0, but it’s super useful as a lighting artist to have this dial.

We use this pretty extensively for situational looks, like exaggerating the reflection of a window in a person’s skin, or sky on leaves, or picking out extra highlights on their nose (where additional diffuse component is not desired, and we don’t want to rework the entire material for an individual shot). It’s also a great way to add punch/depth to materials in areas without strong specular reflection opportunity.

In short, it’s a very powerful art direction tool.

It hurts to lose this. Is there any way we can return to the soft-lock (if there’s some critical reason to prevent values above 1.0) or just remove the lock altogether?

Posted too soon. I see there’s also a diffuse scale override now. Can just set that very low for the same result.

Ignore me!