
From running the demo, I can see that you can get some very realistic lighting and materials from Unreal Engine, especially the refraction in the glass vase.


After looking into the included materials, the glass effect is actually deceptively simple. It uses a Frensel effect node (used for edge lighting a material https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/HowTo/Fresnel/ ) to create the opacity and refraction in the material output node. The rest is mostly just made up of constant values, as it's a single colour transparent object, meaning no need for textures.

As an experiment, I decided to see how this material would take a surface detail such as Normal Mapping.
I added a Brick normal map I had from another project into the material and observed the result.

It seems that yes, this material can be used with a normal map to great effect. This means it can be used for patterned or privacy glass, or even to just make the vase appear less perfect, like it would be in real life.
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