Now that we've created one of the simplest materials, let's get a little more complex by creating a mirror material while learning about some of the other properties the Material Editor has in the process!
Before we start working within the Unreal Editor, we will need to have a project to work with:
Cookbook_Chapter7
). Once you are done, click on Create Project.To start creating a mirror material, we will perform similar steps to what we've done before:
Materials
folder and right-clicking and selecting Material.Mirror Material
and double-click on it to enter into Material Editor.Constant3Vector
and give it a value of 1,1,1
(also known as white).1
.Notice how it makes the item much more shiny just as metals are in real life. When we set this value to 1
, it means that it is a full metal object; we use 0
for non-metal objects and increase the number for more metallic things.
For more information on the Metallic property, visit https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/MaterialNodes/1_2/index.html.
0
.From here, you get to see a skybox being reflected in the background that is representative of what you'd see if you applied this material; everything around it will be reflective like a mirror. The higher the value is for roughness, the less reflective it will become.
For more information on the Roughness property, visit https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/MaterialNodes/1_4/index.html.
Example_Map
level in the Maps
folder and apply the newly created Mirror Material
to some of the surfaces by dragging and dropping them onto the scene.With this, we now have a new material that we can work with, with a really cool effect while also seeing how the Roughness and Metallic properties work!
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