Adding substance to our Material

We can optionally add some polish to our Material by taking advantage of some of the other input pins on the Material definition node. 3D objects look unrealistic with flat single-color Materials applied, but we can add additional reflectiveness and depth by setting a value for the Materials' Metallic and Roughness inputs. To do so, follow these steps:

  1. Right-click in an empty grid space and type scalarpa into the search box. The node we are looking for is called ScalarParameter:

  1. Once you have a ScalarParameter node, select it and go to the Details panel. ScalarParameter takes a single float value (a number with decimal values). Set Default Value to 0.1, as we want any additional effects on our Material to be subtle.
  2. Change Parameter Name to Metallic, then click and drag the output pin from our Metallic node to the Metallic input pin of the Material definition node.
  3. Let's make an additional connection to the Roughness parameter, so right-click on the Metallic node we just created and select Duplicate. This generates a copy of that node without the wire connection.
  1. Select this duplicate Metallic node and then change the Parameter Name field in the Details panel to Roughness. Let's keep the same default value of 0.1 for this node.
  2. Click and drag the output pin from the Roughness node to the Roughness input pin of the Material definition node.

The final result of our Material should look like this:

We have now made a shiny red Material that ensures our targets stand out when they are hit. Click on the Save button in the top-left corner of the Editor to save the asset, and click on the tab labeled FirstPersonExampleMap again to return to your Level.

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