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  • Creating Shiny Materials in Unreal Engine | Unreal Engine 5. 7 . . .
    Low Roughness values produce a shiny Metallic Material and high Roughness values produce a Material that appears less shiny The key difference between a metal and non-metal Material is in the way the color of the specular reflection is calculated
  • Lit Translucency in Unreal Engine | Unreal Engine 5. 7 . . .
    Explanation of how translucent surfaces are lit and cast shadows including self-shadows in Unreal Engine
  • How to Make Glass in Unreal Engine 5 | Substrate Materials . . .
    In this Unreal Engine 5 Beginner tutorial we are going to use Substrate Materials (previously known as Strata Materials) to make a Realistic Glass Material U
  • Translucency Clipping Problem with Opaque Objects
    We’re having a problem with the material opacity blend mode In this simple test case, the opacity node is set to 1 0, so the material should be fully opaque, yet it appears partially transparent My guess is some z-buffer clipping issue here First came upon this when the refraction node wasn’t producing any refractions This particular setup is running Intel HD Graphics 4600 and a
  • How can I make a material look soft - Asset Creation - Epic . . .
    I highly reccomending reading about PBR workflow in UE4, it’ll help you understand how to create really nice materials and what all the inputs do! But to make your material less plastic-like, plug in a constant value of something like 0 7 or higher into the Roughness input If you’re using 4 11, try out the new Cloth shader It’ll produce a nice fuzzy Fresnel effect that soft fabrics
  • Translucent Material Receive and Cast Shadows - Rendering . . .
    Since the tree receives and casts shadows, I want to make sure the transparent material that is swapped to the tree also receives and casts those same shadows The problem is that I can’t even make a basic transparent cube cast and receive shadows I have set its material to Blend Mode: Translucent, Lighting Mode: Surface TranslucencyVolume
  • Roughness not working as intended - Rendering - Epic . . .
    For some reason the roughness map is not working in the view port (but works fine in the material editor), the material acts as if my roughness is always at 0 and everything looks like a mirror The only thing that is changing when i change roughness values the strength of reflection instead of smooth matte





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