Material Setup & Instances
*All materials are built to the standard PBR material*
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
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.