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  5. Reflectivity

Reflectivity

How it Looks within the M3BP Details Panel




What Each Setting Does Visually





Setting Definitions


Slopes


  • Cliff Specularity:
  • The amount of light that is allowed to bounce off of a reflective or non-reflective surface on the Cliff Layer (It’s best to keep this above 0, as Physically Based Rendering works best with at least a little bit of specularity)
  • Cliff Roughness:
  • The amount of shininess that the Cliff Layer has (0 = fully reflective, 1 = fully rough).
  • Foothill Specularity:
  • The amount of light that is allowed to bounce off of a reflective or non-reflective surface on the Foothill Layer (It’s best to keep this above 0, as Physically Based Rendering works best with at least a little bit of specularity)
  • Foothill Roughness:
  • The amount of shininess that the Foothill Layer has (0 = fully reflective, 1 = fully rough).
    Flat Lands


  • Specularity (Top Layer):
  • The amount of light that is allowed to bounce off of a reflective or non-reflective surface on the Top Layer of the Flatlands (It’s best to keep this above 0, as Physically Based Rendering works best with at least a little bit of specularity)
  • Roughness (Top Layer):
  • The amount of shininess that the Top Layer on the Flatlands has (0 = fully reflective, 1 = fully rough).
  • Specularity (Bottom Layer):
  • The amount of light that is allowed to bounce off of a reflective or non-reflective surface on the Bottom Layer of the Flatlands (It’s best to keep this above 0, as Physically Based Rendering works best with at least a little bit of specularity)
  • Roughness (Bottom Layer):
  • The amount of shininess that the Bottom Layer of the Flatlands has (0 = fully reflective, 1 = fully rough).
    Beaches


  • Beach Specularity:
  • The amount of light that is allowed to bounce off of a reflective or non-reflective surface on the Beach Layer (It’s best to keep this above 0, as Physically Based Rendering works best with at least a little bit of specularity)
  • Beach Roughness:
  • The amount of shininess that the Beach Layer has (0 = fully reflective, 1 = fully rough).

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