The documentation page about the Human Skin shows that the shader provided for the “SkinMaster” material uses the material input “Specular” with a fixed value of 0.35.
I can also see it in the “ContentExamples” project, level “SkinRendering”.
In the same level, the material “M_DemoWall” is also used. For that material however, “Specular” is not used, however “Metallic” is used.
It is probably because both materials use different shading models, one that uses the “Specular” input parameter, the other the “Material” input parameter. Does it sound right?
In that case, if I want to convert a material that uses the “Specular” parameter, to a material that uses the “Metallic” parameter, which value should I use?
Alternately, maybe I could find the relation between both parameters if I knew which function of BRDF.usf are used by those materials. Is there any information about that?