Will Unreal ever get multiscatter specular?

Many modern engines, including Unity, are using Multiscatter GGX for their specular which is more physically accurate for materials. Why does Unity have this but Unreal doesn’t?

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While I can’t speak to Epic’s internal motivations for choosing a given BRDF (they’ve done some presentations on such in the past though), I think you may find physical fidelity increasing with Epic’s new Strata system. It appears to be a comprehensive, offline-style shader graph system, which supports multilayered materials in a much more coherent and sensical way than previously-available options. Shading model overhauls are a part of that, so I’m essentially saying you may get your wish sooner than expected :slight_smile: .

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