I have a question about the reflectance values.
Currently I'm working with the UE4 calibration profile.
When I assign a megascan metal preset, say dirty steel, and then right click on the reflectance value square, none of the reflectance values seem to change. Is this a bug?
I selected brass, but the metal reflectance values remain white. Shouldn't they change more to an orange type color?
Replies
I added a specular map and now it looks like it's showing the correct gold spec:
Here's a regular Albedo added. It looks too brown? I'm not sure what's going on here:
And here's Albedo for Metalness. I'm confused how this albedo works. What if I have a texture that has metal and non metal; would I just NOT use this option?
Does anybody know why?
Shouldn't the Albedo be a slightly yellow color, not plain white?
Edit: (or are you suppose to plug the specular map into the Base Color in UE4?)
I'm not quite sure how Quixel -> UE4 is supposed to work.
You and me both.
Thanks.