Contact Support

Unreal

Note:  Results may not be as expected if you do not use the Environment Light in the Lights palette when using this shader.

Control

Type

What it does

Dialog

Notes

Inputs | Base Color dropdown The channel controlling the overall diffuse color of the material.    
Inputs | Roughness dropdown The channel controlling how rough the material is. Rough materials scatter reflected light in more directions than smooth materials.    
Inputs | Metallic dropdown The channel specifying the areas on the material that have a metallic effect, with results being determined by values between 0 and 1.    
Inputs | Specular dropdown The channel specifying the non-metallic areas on the material where the specularity is visible.    
Inputs | Ambient Occlusion dropdown The channel used to specify the self-shadowing that occurs on an occluded object.    
Inputs | Normal dropdown The channel containing the Normal map, used to give additional physical details to a surface.    
Inputs | Bump dropdown The channel containing the bump map to show as a perturbed lighting.    
button Inverts the channel values of the selected channel.    

Inputs | Emissive Color

dropdown

The channel controlling the color of the emissive (glow) qualities on the shaded surface.

 

 

Inputs | Vector dropdown

The channel controlling the vector field and resulting vector data from paint on the shaded surface.

 

This data is used by the vector inspector.
Inputs | Displacement dropdown

The channel containing the
displacement map and dynamic
tessellation to show a more advanced preview of displacement.

 

This component is disabled for Ptex channels.
button Adds a new channel for the shader component. Add Channel Dialog  

Displacement | Displacement Bias

entry box, slider

How much the white or black values are pushed or pulled from the surface.

 

From 0.000 to 1.000; defaults to 0.500.

Displacement | Displacement Scale

entry box, slider

How much displacement is applied to the shaded surface. Lower values equal smaller displacement; higher values equal larger and more obvious
displacement.

 

From 0.000 to 1.000; defaults to 0.500.

Displacement | Displacement Range

entry box

What the range of displacement is. This setting is multiplied by the
Displacement Scale to give the
displacement.

 

 

Displacement | Max Tessellation

entry box, slider

How many texels the surface is
tessellated to.

 

From 1.000 to 64.000; defaults to 10.000.

Displacement | Perturb Normals

dropdown

Selecting yes changes the
displacement so that displacement moves the surface but leaves the
surface normals as they are.

 

 

Bump | Bump Weight

entry box, slider

How much weight the bump map has. Lower values are smaller bumps, higher values are larger and more
obvious displacements.

 

From 0.000 to 10.000; defaults to 0.100.

Bump| Bump Mode

dropdown

Whether you want bump to be displayed quickly (Fast) or accurately (Accurate).

 

By default, Bump Mode is set to Fast.

Bump |Bump Space

dropdown

UV - Normals are calculated relative to the UV coordinates space.
The UV Bump Space mode is the more traditional approach but can lead to noticeable seams and color variations.

World - Normals are calculated relative to the World coordinates space.
Using the World Bump Space mode gives a more seamless result.

 

By default, Bump Space is set to UV.