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Mixer metallic material looks glossy and lacks detail in UE4

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12 comments

  • CeDh

    Ok, I managed to get slightly better results by disabling sRGB both in Mixer and in UE4, making the imperfections more visible under direct light but the metallic parts are still too dark (even considering that the metalness map is active).

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  • Jonathan (Community Manager)

    I'll need to see your material setup to be able to assist here, CeDh, along with knowing what the albedo color is for the metallic aspect of this material.

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  • CeDh

    Thank you for your response. Here is the setup and the albedo for the two metals that look wrong in UE4:

    Setup: https://i.imgur.com/z2zwj8G.png 

    Albedo of central blue ring: 0x010444

    Albedo of dark metal: 0x363638

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  • Jonathan (Community Manager)

    By "material setup" I meant the actual material in UE. Could you also provide RGB values instead of hexadecimal values?

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  • CeDh

    Sorry, my bad.

    Setup: https://i.imgur.com/XHet5b0.png 

    Albedo of central blue ring: R: 1 G: 4 B: 68

    Albedo of dark metal: R: 54 G: 54 B: 56

     
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  • Jonathan (Community Manager)

    Part of the problem here is that you're using a Specular map. Specular maps do not have any effect on metallic surfaces. In UE, Specular functions as an Index of Refraction control for non-metallic surfaces - e.g. it limits the amount of light being reflected by a surface. You could create a vantablack surface in UE using a black specular value, as an example. It would reflect almost no light back whatsoever. The first thing you'll want to do is disconnect the Specular map. Second, you'll want to disable sRGB on everything but your Albedo map. All non-Albedo maps should be processed in Linear space by the engine in order to render appropriately.

    I'm also not sure why you have a texture map applied to your WPO - perhaps for displacement - but a proper displacement setup requires more than a single texture hookup.

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  • CeDh

    Thank you very much for your help. It looks so much better now!

    Could you also tell me what a proper displacement setup is or could you point me towards any resources that explain it in detail? I looked and I found a lot of images of displacement setups but no articles that explain what each component contributes and how to create your own setup.

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  • CeDh

    Thank you!

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  • Greggory Addison

    Im also having the same issue. I was using the material that comes in with Bridge at first then i went ahead and followed the steps here and my metal looks washed out for some reason..

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  • Greggory Addison

    Okay After messing around I found a solution. 

     

    The AO map needs to be multiplied by the DIFFUSE map! All the rest of the inputs remain the same and now the texture looks exactly how it is in mixer!! Thank heavens for this program!!

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  • Jonathan (Community Manager)

    It doesn't need to be, but it can add a stylistic flair to the work you're creating. You can also reduce washout by controlled specular usage. I covered this in my latest writeup: https://80.lv/articles/building-pine-flatwoods-in-ue4/

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