Announcement

Collapse
No announcement yet.

[FEATURE REQUEST] float3 Specular Color Option

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    [FEATURE REQUEST] float3 Specular Color Option

    Details:
    - Surface Materials get an additional bool named 'Use Specular Color' located below 'Use Material Attributes'.
    - If enabled, the Specular input of the material changes from float to float3.
    - If enabled, Specular output is scaled per color channel.
    - The toolip of 'Use Specular Color' mentions, that the effect is only visible when using non-metallic materials.

    Pros:
    - Specular Color may be used for greater artistic freedom.

    Contras:
    - ?

    Reason:
    I'm working on an environment scene for a small-scale fantasy rpg. For a variety of reasons, I'm not aiming for a realistic look.
    UE4 is an absolute dream, and PBR is perfect for approaching realism.
    However, everything that gets lit by specularity becomes greyish/white, respectively the color of the light source. I cannot get rid of a greyish shimmer throughout the scene, unless I scale down Specularity to the point where it is barely visible. I would like to have the sand become warmer when lit, and the rocks a bit colder, while leaving my base values unchanged.
    Last edited by BranxGames; 04-24-2018, 06:24 AM.
Working...
X