My experience with UE4 is limited, but if you can't get rid of that reflection you could always use a pure black cubemap. That way when it does reflect, if it does reflect, it reflects nothing. This is under the assumption reflections are still additive in UE4. You might be seeing the constant Fresnel reflection, if UE4…
What you are seeing is probably ue4s change to the disney diffuse model instead of lambert. "New: Switched diffuse shading model from Lambert to energy conserving Burley."
Also, You can try opening ...\UE4\x.x\Engine\Shaders\BRDF.usf search for #define PHYSICAL_SPEC_F it is by default set to 1 (Schlick). change it to 0 (None) to disable fresnel. You can also try changing PHYSICAL_SPEC_D from 2 (GGX) to 0 (Blinn) which might make the shading a little bit more conventional.
As far as I can tell you're going with a cell-shaded style, why use BRDF then? Just make/get a new shader that only has the things you need, like a lambertian lighting model with cell-shading clamping (I'm a UE4 scrub, but come on that's a feature that any engine MUST have). You'll save a ton on performance and headaches...
I'm working in UE4 and I would like to have my material without any reflection, so I set metallic and specular to 0 and roughness to 1. But I still get visible reflection going on: Now I'm seriously wondering if it is not possible to make lit materials in UE4 without any reflection? I also tried using only a directional…
That is likely very tricky since it not just fresnel and instead some special fresnel based on lighting with reflection somehow. But if all fails I give that a try. That didn't help it. From how I understand PBR it is not just in the shader but also in the lighting and UE4 is build around PBR. So if I would get rid of PBR…
If that is true I'm screwed and I have hard time to understand how that should be more realistic and why they make such a big change in rendering when the engine is out of a beta a long time ago. That would mean every material has that fresnel and I assume I have no chance to change that because that is how the engine then…
That worked! Thanks a lot! :) Recompileing wasn't needed, well the engine automatically recompiled all shaders on loading the project. It is tempting to change more of the shader source but for me it appears rather complex with so many files and code. As for mateials being different things, it can also vary a lot what…
DeferredLightingCommon.usf line 103 //float3 Diffuse = Diffuse_Lambert( GBuffer.DiffuseColor ); float3 Diffuse = Diffuse_Burley( GBuffer.DiffuseColor, LobeRoughness[1], NoV, NoL, VoH ); uncomment 103 and comment out 104. Then in the console "recompilescripts changed" Im not sure if this will work as I don't have the ue4…