Materials in Unreal Engine 247
Exponent: This property specifies how quickly the result falls off. The
value p in equa tions (4.24) and (4.25). Larger valu e s ma ke the result
fall off more quickly and have tighter boundaries.
Base Reflection Fraction: This property specifi e s the amount of specular
reflection if viewed straight on. A value of 1 disables the Fresnel
expression.
TABLE 4.64: Fresnel Inputs
Inputs
Exponent In: Th is in p u t sp e c ifies the fall o f values. It will replace the
Exponent property if connected.
Base Reflection Fraction: This input specifies the fraction o f specular
reflection if viewed straight on. It will replace the Base Reflection
Fraction property if connected.
Normal: This input takes in a 3D vector as the Surface Normal. If you
have used a normal map in the material, you can connect this input
to a Vertex Normal WS expression to account for the normal map
of the object. If this input is not connected, the engine will u se the
Tangent normal of the mesh.
Example Usa ge:
Use this expression to simulate proper and physically accurate
reflection/refraction of reflective and translucent objects. This expression
is widely used to simulate water, glass, and other reflective and refractive
surfaces. Figure 4.7 7(a) and Figure 4.77 (b) show two materials with a Fres-
nel expression with exponent values of 1 and 5, respectively, controlling the
Emissive Color a nd Opacity channels. Figure 4.77(c) shows the network
responsible for this effect.
Noise: This expression creates a procedural noise field. With the many properties
of this expression you can control how the noise field is generated to suit your
application .
TABLE 4.65: Noise
Properties
Scale: This property controls the overall size of the noise cel ls. Lower
numbers make the noise larger.
Quality: This property control s the tradeoff between qu a lity and perfor-
mance. A value of 0 is fast, but with lower quality.
Function: This property controls the type of noi se. There are three o p -