Why does unreal lower the brightness on metal materials?

Why does unreal do this? It makes metals look different than they do in every other renderer. You can check it out by comparing the “unlit” viewmode with the “base color” view mode. base color shows the texture… unlit shows how it is rendering. It looks much darker nothing like substance painter/arnold/marmoset/blender. It’s not a lighting/reflection issue the lighting is correct everywhere else.It’s annoying to have to make a metalness correction mask for every material

It could be the case of your textures using sRGB. You can uncheck this on your textures which will change the brightness. It tries to balance out textures to function properly. If you have to do a correction for each material it could be the case that you just have to change the texture settings and its compression. This is a great read: Texture Compression Settings | Unreal Engine 4.27 Documentation

No everything is the correct color space and compression. You can see what I mean by opening the default manny or quinn and comparing the “unlit” and “basecolor” view mode to the actual texture on the model

Do you have an example of the result you’re getting vs. what you think you should be getting?

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