Using Shininess in Materials
Enabling a Material to be shiny is something that can be accomplished in the following few steps.
This tutorial will make use of content that can be found if you included the Starter Content with your project. If you have not included the Starter Content in your project, you can look into the Migrating
content page for information about how to move content between projects. This way you can add the Starter Content to your project and not have to make a new one.
First use the mouse to Right-Click in the Content Browser and then from the Create Basic Asset section of the pop-up Menu, select Material.
Once selected, a new Material will be created.
Name the Material Shiny_Material and then open it up by using the Left Mouse Button and Double-Clicking on the Material in the Content Browser.
With the Material open add the following Textures and Material Expression Nodes to the Material Graph. Please note that the Texture can be found in the Textures Folder of the Starter Content.
Once the Material Expression nodes have been placed, the Scalar Parameters now need to be named and filled in with default values. Here are the names and default values that should be used:
Now it is time to start to connect all of the Material Expression nodes to their corresponding inputs on the main Material node. When completed, the Material Graph should look something like this:
Next make sure to press both the Apply and Save buttons and then close down the Material Editor.
Now find the Shiny_Material in the Content Browser and Right-Click on it with the mouse and from the menu that is displayed, select the Create Material Instance option.
Open the Material Instance up by Double-Clicking on it with the Left Mouse Button in the Content Browser. Once open enable all the Scalar Parameter Values by clicking on the grayed out check mark box with the Left Mouse Button.
With the Scalar Parameter Values now enabled, setting them to different values can affect how shiny something is.
For example, setting Metallic to 1 and then setting Roughness to 0, you will get a very shiny metal that looks like gold.
If you set Metallic to 0 and change the Specular from 0.5 to 1.0, you will notice that you get a very shiny looking yellow plastic.
If you set the Roughness to 1 and the Specular to 1, you will get a slightly reflective yellow paint.
If the reflections are too intense on the yellow paint above, try reducing the Specular till you get something that looks better. Here are some examples of setting the Specular to 0, 0.5, and 1.0 and what it will do to the reflections on the Material.