Correct Eye Material Setup in UE4

MacislavMacislav Posts: 126
edited June 2021 in Unreal Discussion

I'd like to ask if my eye material setup in UE4 is correct or is there something wrong with it. No real and precise information about that topic can be found on the net, so I had to guess how to setup it...

Some materials don't seem to make sense like the Cornea and the Tear Color or the EyeMoisture...

eye_materials_daz3d_ue4.png
1899 x 877 - 739K
Post edited by Macislav on

Comments

  • MacislavMacislav Posts: 126

    Eyesocket-1 needs to use the face texture+normal map + roughness set to 0, but what about the other materials

  • EllessarrEllessarr Posts: 1,395

    Macislav said:

    Eyesocket-1 needs to use the face texture+normal map + roughness set to 0, but what about the other materials

    if you set to 0 it means which they are not being applied at all. 

  • MacislavMacislav Posts: 126

    Roughness 0 means maximum wetness.

  • EllessarrEllessarr Posts: 1,395

    Macislav said:

    Roughness 0 means maximum wetness.

    indeed. 

  • MacislavMacislav Posts: 126
    edited June 2021

    I looked up how the eye materials look like when exported by "the bridge" or how it's called (DaztoUnreal?) and took most of those (esp. the moisture material)  node settings/values (mostly some numbers for metallicity, reflection, transparency, roughness, refraction etc.) from there and now it looks much better in most scenes.

    Post edited by Macislav on
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