Terrains and Landscapes in Un real Engine 489
28. This w ill place a Reflection Capture actor in the level. This actor will then capture
the reflection to be rendered onto the surfaces with low Roughness values. For
this to work on our water surface, we will need to modify its Roughness value:
29. Open the M _LScape_Water material again in the Material Editor, if y ou have
closed it.
30. In the mate rial editor find the Constant expression connected to the Roughness
channel of the material node and change its value to 0.
31. After making this ch ange to your level and material, you r water surface should
look very reflective, similar to Figure 7.67(a).
With our water surface reflection set up, now let us make the water surface a bit
transparent. We will perform thre e tasks to achieve this effect.
First, we will have to set up our material’s B lend Mode to become transparent.
Secondly, we will need to create a network for the ma te rial’s transparency. Fi-
nally, we will need to make a network for our material’s emissive color to give
it a shiny look.
So, let us get started:
32. Select the material no de, and loo k for Blend Mode in its Details rollout.
33. Make the following chang es:
Blend Mode: Translucent
Separate Translucency: Checked
Responsive AA: Checked
Translucency Lighting Mode: TLM Surface
34. This makes our material translucent, but you n otice if the material is comp iled, we
will lose much of the details. Th is is because we have not set up the Opacity and
Emissive Colors of our now-translucent material. So let us first set up the Opacity
network:
FIGURE 7.65: Water Material Opacity Net work.