Hello all,
I'm currently creating a car paint material in UDK, in my current setup im using a Fresnel multiplied by a constant to create some dark rim lighting, the only problem is that I don't have much control over the Fresnel falloff, once I've increased the value past '1' I start to get a hard edge (Image below).
http://i.imgur.com/J4O1Xey.jpg
Does anyone know of a setup where we could control the Fresnel falloff?
Help would be much apprecaited.
Thanks
Mike
Replies
Try to keep it below it should work, I made this effect in UE4 and I got .2 or .3 to work best for the exponent.
ex from UE 4: http://ianowen.net/GameStuff/CarMaterialBase.PNG
How did you go about the pearl/noise coating? I've added noise but I find that if I raise the influence too much it tends to brighten the material, I'm wondering if I've got the setup wrong :S
Anyways here's a screen shot of my car paint material thus far, would appreciate any critique or tips on how I can improve...
http://i.imgur.com/SJfWDhf.jpg
I know there is some stuff that has been made before but I can't find specificly what I was looking for. I just moved so I dont have my comp with UDK up but I think I might be able to help.
I think I'm getting there with the car paint material its not looking to bad atm, just something not quite right not sure what though... From the examples I've seen on the net it definitely can be improved.