Unreal’s PBR system requires specific base color and metallic ranges
Value too dark
weak material response & low light bounce
Value too bright
washed-out highlights & high light bounce
above plus no visible surface reflections
Materials should generally be either non-metal (0) or metal (1)
Metallic values between can work in transition areas, like raw metal blending into rust.
There’s no single “correct” roughness value—materials vary, often within themselves.
Materials that are fully smooth or rough are flagged to help catch accidental values of 0 or 1, or where more variation might be needed.
If you want to know more about Physically Based Rendering, these great resources will help:
The PBR Guidearrow-up-right Physically Basedarrow-up-right by by Anton Palmqvist Physically Based Materials in Unreal Enginearrow-up-right
Last updated 8 months ago