I don't know if you mean that but in the first picture you see the direct specular reflection that is much stronger than the indirect specular in the other pics when the pencil is not directly under the light. Since the light than bounce off the metal part of the pencil have that intensity it produces a stronger reflection…
I actually shot them at the same exposure setting (0). When viewed from a distance, the reflection was still there. Isn't specular when its light from the light source being bounced back? The pencil needed to be in that area of light to bounce an image of itself onto the table (not the sun). You can see there's a specular…
Hey, I was sitting at my computer and I noticed something cool. When the metal part of the pencil is in direct light, the reflection on the table is very alive. When I took it out of the sunlight, the reflection becomes more diffuse or invisible. Is there a way to do this in UE4?
Noobish question (but I feel I really need to get it off my chest), how do you create those materials within a material? I have a modeled pencil that requires different properties (i.e the metal fastener, the graphite tip, the eraser). I saw one video that used different RGB channels and linked them to a ton of other nodes…
I'd say just use two channels of your texture(metallic and roughness). You will have enough resolution on your texture to do the details, so unless we're talking about a 20m tall pencil that'd do good use of tiling base materials, just do it in the texture... So basically end up with 3 textures > Albedo,…