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Plastic/Metallic mesh when Vertex Color node is applied

GAEG
polycounter lvl 4
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GAEG polycounter lvl 4
Hi guys!
I´m having an issue with this particular shader.
I've modified it to have the option to load vertex alpha and vertex color within the fbx imported. But whenever I check the option 'TRUE' the mesh looks all like plastic, or metallic. I'm not very sure why, I have looked a lot of places and options but can't really find the issue anywhere else, I'm not even sure how to look for the problem.

Hope you guys can see where I'm going wrong with this. Basically I'm new to moving nodes in the shader, I'm just applying logic in here.

So, here are some example images:
Mesh WITH VERTEX COLOR OFF:
http://imgur.com/ZPPhsVr 
Material WITH VERTEX COLOR OFF:
http://imgur.com/nzUxptr 
Nodes:
http://imgur.com/GesgS5V  
Material WITH VERTEX COLOR ON:
http://imgur.com/vzZcNcT 
UGLY RESULT:
http://imgur.com/6XT3pB0 
UGLY RESULT CLOSE UP:
http://imgur.com/K9zKJ0o 

Thanks for your time guys!

Replies

  • Vailias
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    Vailias polycounter lvl 18
    One thing I notice is that you have your roughness set up as glossyness so you're using a 1minus node to get it back to the correct range when you're not using vertex colors. (also this will break and give likely unexpected results if your "glossyness" multiplier ever goes over 1, as it will result in negative values for roughness. Zero is the theoretical minimum roughness in the shading model) 
    However, when you are interpolating between the two maps via vertex alpha, you're not using a 1 minus. If you've set these up to be glossy maps, where white is shiny and black is not, then you'll be getting what you're seeing here, since roughness is the opposite scale. 

    Also: Fyi the way you have it now you'll always be multiplying your vertex colors on the entire object if you have vertex color as true. Since you have the LERP there between 2 textures I'm guessing you want to preserve the uncolored texture in areas without the alpha. 
  • GAEG
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    GAEG polycounter lvl 4
    Yes! Exactly your FYI information is accurate. Thank you for your response, that did solve my problem. I just added the 1 minus node after the vertex color true line in the roughness/glossyness node and kept the line as it was.
    Thanks!
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