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Old 19-03-2010, 01:48 PM   #1 (permalink)
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Two tone metal? [Unreal Material Help]

Hey,




Any tips on creating this sort of effect in Unreal? There seem to be three hues. The base diffuse (dark red brown) spec 1 (light red brown) and spec 2 (green), but I can't quite make out when/why each colour is visible. I assume its some sort of spec channel faffing but i'm new to unreal so any suggestions would be great!

Thanks,

Dan.
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Old 19-03-2010, 09:35 PM   #2 (permalink)
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I can't say for sure, but you might be over thinking the problem. Try a heavy saturate of the diffuse map, then use that as your specular. Or add a little "render clouds" onto the spec map before you saturate, using some bright/rich colors as the source. Typically saturated spec maps will cause the colors to go a little Fresnel. The other option is to use some kind of Fresnel shader and have the terms use different colors from a ramp texture. Door #2 is obviously much more complicated than trying a saturated spec map ...

EDIT: forgot to mention that a cubic environment map is sometimes a easy alternative as well, since it can be low resolution and very diffuse for that type of effect.

Last edited by digitalgibs; 19-03-2010 at 09:40 PM.
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Old 20-03-2010, 10:13 AM   #3 (permalink)
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Pretty sure that's a couple of red lights and a greenish spec?
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Old 20-03-2010, 04:44 PM   #4 (permalink)
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Quote:
Originally Posted by Pankake View Post
Pretty sure that's a couple of red lights and a greenish spec?
It does look like it to me as well.
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Old 22-03-2010, 10:15 AM   #5 (permalink)
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Thanks for your thoughts guys.

Though i agree it looks like it, it's definately not several red lights and a green spec because i took the photo myself and only the house lights were up when i took it.

Here is someone else's solution.

I think it could work so I will have a play and report back when I get something i'm happy with.
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Old 22-03-2010, 03:06 PM   #6 (permalink)
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Ok, any idea why im getting a different effect?

The texture seems to have very little fall off between the colours...



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