Larger specular highlight for eye material
I have been trying to get a larger specular highlight on the eye material found in the Content Example folders. It's possible to do this by changing the light settings, but those lights also affect the scene.
Is it possible to get a larger specular highlight like this by doing something in the material? The specular and roughness are clamped to 0.0 - 1.0, so I can't ramp them up really high.
Is there an option in the material settings or some clever shader math?
Thanks a lot!
asked Sep 14 '16 at 09:36 PM in Rendering
This shader is quite specific and there are settings exposed within the material instance which control the specularity for specific parts of the eyeball. You can modify these settings as well as create a new light actor and set it to a specific light channel. You can then set eyeball to that light channel so it adheres to the light settings and does not affect other objects in your scene.
Let me know if you have further questions or need additional assistance.
answered Sep 22 '16 at 08:30 PM
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