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Metallic

King Arthur edited this page May 20, 2019 · 1 revision

Baked Cubemap

This cubemap will be used as a fallback when a map does not have reflection probes or a skybox from which to draw reflections.


Force Baked Cubemap

This forces the use of the baked cubemap rather than attempting to use a cubemap within the present scene.


Purely Additive

Forces reflections to be purely additive rather than multiplicative. This can be used with very dark materials or cubemaps that are being used for glossy effects.


Metallic Map

Controls the areas that are set to metallic.


Metallic

How metallic a material is. Generally set to 0 or 1, an in between value can represent something like plastic.


Smoothness Map

How smooth specific parts of a material are.


Invert Smoothness Map

Some smoothness maps are actually roughness maps and may require inversion to function properly.


Smoothness

How blurred the reflection becomes on a material. 0 = No reflection visible. 1 = Mirror like reflections.

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