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 |
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toggle | Toggles the influence of channels connected to the shader without disconnecting them from the shader input. | Displacement is toggled off by default. | ||
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. |
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Inputs | Vector | dropdown |
The channel controlling the vector field and resulting vector data from paint on the shaded surface. |
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This data is used by the vector inspector. |
Inputs | Displacement | dropdown |
The channel containing the |
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This component is disabled for Ptex channels. |
button | Adds a new channel for the shader component. | Add Channel Dialog | ||
Displacement | Displacement Bias |
text field, slider |
How much the white or black values are pushed or pulled from the surface. |
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From 0.000 to 1.000; defaults to 0.500. |
Displacement | Displacement Scale |
text field, slider |
How much displacement is applied to the shaded surface. Lower values equal smaller displacement; higher values equal larger and more obvious |
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From 0.000 to 1.000; defaults to 0.500. |
Displacement | Displacement Range |
text field |
What the range of displacement is. This setting is multiplied by the |
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Displacement | Max Tessellation |
text field, slider |
How many texels the surface is tessellated to. |
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From 1.000 to 64.000; defaults to 10.000. |
Displacement | Perturb Normals |
dropdown |
Selecting yes changes the |
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Bump | Bump Weight |
text field, slider |
How much weight the bump map has. Lower values are smaller bumps, higher values are larger and more |
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From 0.000 to 10.000; defaults to 0.100. |
Bump| Bump Mode |
dropdown |
Displays bump quickly (Fast), accurately (Accurate), or less accurately (Fastest). |
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By default, Bump Mode is set to Fast. While Fastest is very fast, it works better with live procedural layers rather than painted or cached layers. |
Bump |Bump Space |
dropdown |
UV - Normals are calculated relative to the UV coordinates space. World - Normals are calculated relative to the World coordinates space. |
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By default, Bump Space is set to UV. |