You need to use custom lighting for that, also, don't forget to Constant Clamp the Lambert term ;P
I remember asking the same question, and Jordan (one of them Epic artist peeps) told me in the thread that using Diffuse directly is showing off all the information, even those you don't need since it's already the diffuse term.
I think you should stick it into it into Custom Light? And then stick the base texture into Diffuse, so the detail should overlay nicely, or was it the other way around?
Sorry, don't recall exactly, but that should get you started, I can try remaking the effect later, but yeah, this is generally how you would it since you need your own Ambient information to be recreated.
Is there any way to get real time reflections without scenecapture actor? Any material trick or something?
I found this: http://www.polycount.com/forum/showthread.php?t=115711&highlight=fresnel+reflection
And if i understood right, it reads from the scenetexture (but as i know, only translucent materials can read from the scenetexture). I looking for something similar to this, but something what would looks nice on flat surfaces too. Because i want to make a physically based material with real time reflection, without any cubemap.
Is there any way to get real time reflections without scenecapture actor? Any material trick or something?
I found this: http://www.polycount.com/forum/showthread.php?t=115711&highlight=fresnel+reflection
And if i understood right, it reads from the scenetexture (but as i know, only translucent materials can read from the scenetexture). I looking for something similar to this, but something what would looks nice on flat surfaces too. Because i want to make a physically based material with real time reflection, without any cubemap.
Yes, if you use screen based reflections. Easiest way to get proper reflections is of course render to texture, but if you're concerned about the performance but still want somewhat realistic reflections screen based reflections is probably the best way to do that.
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Not perfect:(
I remember asking the same question, and Jordan (one of them Epic artist peeps) told me in the thread that using Diffuse directly is showing off all the information, even those you don't need since it's already the diffuse term.
I think you should stick it into it into Custom Light? And then stick the base texture into Diffuse, so the detail should overlay nicely, or was it the other way around?
Sorry, don't recall exactly, but that should get you started, I can try remaking the effect later, but yeah, this is generally how you would it since you need your own Ambient information to be recreated.
I cant wait to try this in a complete scene
I found this:
http://www.polycount.com/forum/showthread.php?t=115711&highlight=fresnel+reflection
And if i understood right, it reads from the scenetexture (but as i know, only translucent materials can read from the scenetexture). I looking for something similar to this, but something what would looks nice on flat surfaces too. Because i want to make a physically based material with real time reflection, without any cubemap.
Yes, if you use screen based reflections. Easiest way to get proper reflections is of course render to texture, but if you're concerned about the performance but still want somewhat realistic reflections screen based reflections is probably the best way to do that.