I am having some difficulties in getting trees (especially the leaves) and foliage looking as great as the other (anorganic) materials in UE4. Now, the new Blueprint Office project contains very nice examples for both, however the tree and foliage shaders are looking quite complicated. I’d be interested in some of the reasoning behind those shader graphs, e.g.
- why those FuzzyShading and ConvertFromDiffSpec nodes, and why are you deviating from the standard “metallic is either 0 or 1 and leave specular alone” rules
- the use of fresnel reflection
- what exactly is that COG texture in the subsurface scattering part
That would be awesome, thanks!