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UE4 UE5 Custom View Modes

Wanted to share a couple of simple Post Process materials for custom View Modes to validate materials. Albedo PBR range validation, Specular Range and Roughness cost for Lumen Reflections.
Check this article for description: https://medium.com/@shinsoj/the-diary-of-ta-ue5-custom-view-modes-4843660c7924

Graph for Base Color validation, it marks colors out of PBR range. Non Metals as red and Metals as magenta.

Graph for Base Color validation, it marks colors out of PBR range. Non Metals as red and Metals as magenta.

Lumen Reflections cost, custom View Mode. 
Values less or equal 0.4 are expensive because extra rays have to be traced, 
0.4 is most (red) and 0 is less expensive (yellow). 
The rest is cheap, Lumen uses Final Gather for that.

Lumen Reflections cost, custom View Mode.
Values less or equal 0.4 are expensive because extra rays have to be traced,
0.4 is most (red) and 0 is less expensive (yellow).
The rest is cheap, Lumen uses Final Gather for that.

Graph that validates Roughness cost for Lumen reflections. (set to before tonemapper)

Graph that validates Roughness cost for Lumen reflections. (set to before tonemapper)

Specular Range graph, checks if specularity is between 2-5%, it can't be 0 - 0.2 for physically correct materials, values above 5% (0.67) are for gemstones

Specular Range graph, checks if specularity is between 2-5%, it can't be 0 - 0.2 for physically correct materials, values above 5% (0.67) are for gemstones