Hello! I've been informed about the use of the index of refraction for opaque materials such as brick, and I'm curious about how they apply it in Unreal for opaque materials. Should I configure it with the same settings as glass, like using Translucent and fast forward shading? I haven't come across many tutorials on this topic, so any advice would be greatly appreciated!
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But you can also use it to force reflectivity to be stronger... we used to use high IOR values (anything over 5) to make materials look metallic, before there was the PBR metallic-roughness material model. But now with PBR we just use the metallic parameter (or texture) instead, because it's simpler and it's also more physically accurate.
IOR for brick would be very low. In real-time rendering of non-transparent non-metallic surfaces, the higher the IOR the more reflectivity you see on surfaces facing the camera.
https://www.adobe.com/learn/substance-3d-designer/web/the-pbr-guide-part-1
However this doc isn't really written with artists in mind, unless they're already pretty technically-inclined. It's written more for graphics engineers. But you should still be able to get some good info from it!
for a metallic roughness model:
- on metallic surfaces it's a function of metalness value and basecolor
- on non-metals it's either equivalent to acrylic/paint or defined by a separate texture (dielectric specular level - or just specular in unreal)
in simple terms the result affects how strong reflection is at a given view angle.
in slightly less simple terms...
all surfaces are infinitely reflective when the view angle is parallel to the surface and the specular reflectance value basically defines how much that falls off as you reach a perpendicular view angle
cturbo, we need screenshots, otherwise we can’t help. What does it look like lit, and what do each of the textures look like?
Thanks for the tip, do you know any good realistic brick tutorials i can follow along to?