Material Setup & Instances

Material/Texture Setup

*All materials are built to the standard PBR material*

  • Maps:

Albedo(Base_Color) –  We use suffix ‘_a’

Normal – we use suffix ‘_n’

For the Metallic, Roughness and AO we use a compact map that stores the maps into the RGB channels. The suffix for this is ‘_c’ for Compact.

  • R – Metallic
  • G – Roughness
  • B – AO

 

Instances

Many of the materials are attached to a parent materials. This gives you the ease to make global changes easily by tweaking only a few values.

 

The parent materials are tagged with a dash ( – ) as a prefix, so they will be the first to show up in your material folder. The parent materials are as followed:

 

Bark: For trees. It was created to use a model’s prebaked vertex colours and then add them to the ambient occlusion

 

Billboard: A standard shader from the UE4 tree billboard example and gives some basic tree properties to help blend billboards material to your scenes lighting.

 

Leaf: Uses simple grass wind that is masked out using the models pre-baked vertex colours. It is set up with the foliage shader, and has full control over SSS, Roughness, Specular, and a few other things such as  Base Color Tint.

 

Cloth: Similar to our Leaf shader but does not have opacity & does not use vertex colours for AO.

 

Parallaxing: Basic shader that uses bump offset. It is a bit expensive and we use is sparingly.

 

Standard: Used on most props. It has Base Color, Compact, and Normal map inputs. It also comes with a detail normal slot that gives you full control of its size, strength, and even rotation.

 

VertexPainted: Basic shader that uses R-G-B vertex channels(which you can paint inside UE4) to blend between top and bottom layer materials. As well as add grunge.

 

Window: Gives you the control over the windows in our pack to be 100% opaque, fully transparent, or opaque but with lights on.