Why?

Unreal’s PBR system requires specific base color and metallic ranges

Base Color
Material Result

Value too dark

weak material response & low light bounce

Value too bright

washed-out highlights & high light bounce

Metal materials

Base Color
Material Result

Value too dark

above plus no visible surface reflections

Key PBR Ranges

  • 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.

Further reading

If you want to know more about Physically Based Rendering, these great resources will help:

The PBR Guide Physically Based by by Anton Palmqvist Physically Based Materials in Unreal Engine

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