Name the Material Shiny_Material and then open it up by using the Left Mouse Button and Double-Clicking on the Material in the Content Browser. Once selected, a new Material will be created. This way you can add the Starter Content to your project and not have to make a new one.įirst use the mouse to Right-Click in the Content Browser and then from the Create Basic Asset section of the pop-up Menu, select Material.
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If you have not included the Starter Content in your project, you can look into the MigratingĬontent page for information about how to move content between projects. This tutorial will make use of content that can be found if you included the Starter Content with your project. The Specular, like with every other input, is also heavily affected by the Roughness.Įven with the Specular input set to 1, the effect of the Specular can be canceled out by setting the Roughness to a value of 1 as well.Īlso adjusting the Specular will have no effect on the Material if Metallic is enabled.Īgain, in 99 Percent of cases, you will never need to enable this value and using the default value of 0.5 will give best results.Įnabling a Material to be shiny is something that can be accomplished in the following few steps. Here is an example showing how the intensity of the reflections and Specular highlight are affected as the Specular value is changed from 0 to 1. While lowering that value closer to 0 will weaken the reflections and Specular highlight until they are almost non-existent.
Pushing the Specular value closer to 1 will make the reflections and Specular highlights in the Material appear stronger and more apparent Specular can also have an effect on the Shininess of a Material. In 99 percent of cases, you will never need to adjust the Specular input and the default value of 0.5 will be good enough for most Materials. This gives the metal a very dull look, like it has been used quite a bit. The sphere on the far right, however, has a Metallic value of 1 and a Roughness value of 1. The sphere on the far left has a Metallic value of 1 and a Roughness value of 0 so it appears to be very shiny. Here is an example of how Metallic is affected by Roughness. The more Roughness that is applied to the Material, the less shiny the Metallic will becomeĪnd the lack of Roughness will make the metal appear to be very shiny. The Shininess of Metallic objects is controlled by the Roughness. This is because the Roughness value is being slightly increased until it reaches a value of 1. The sphere on the far left has a Roughness value of 0, notice how well you can make out the reflections.Īs the spheres move toward the right, they become less and less shiny. Here is an example of how Roughness can affect Shininess. While the less rough a surface is, the more Shininess it will have. The more rough a surface is, the less Shininess it will have. Roughness plays a major role in helping to determine the Shininess of a surface. The less light a surface can reflect, the less shiny that surface is.Ī surface's ability to reflect light can be affected by all sorts of things in the environment from very small specs of dirt landing on the object to the oil on your hands rubbing off when you touch the object,Īll of this can affect a surface's ability to reflect light. The more light a surface can reflect, the more shiny that surface is. Shininess simply refers to a surface's ability to reflect light. In the following How - To, you will learn everything you need to know about how to introduce Shininess to your Materials. Inside of Unreal Engine 4, you can simulate the shininess of objects using Metallic, Specular, and Roughness Material inputs. Every object that you come into contact with everyday has some level of shininess to it.