Hi guys,
I was just checking out PogoP's awesome Sci-Fi Colony Bunk and, after downloading the scene to take a look around, I noticed I didn't really have a clue what was going on with the materials, or rather how they're set up. It was all just a mess of nodes and wires to my eyes.
I was wondering if anyone could give a rundown of how these master materials are set up and what purposes are they serving?
I'm sure this is a topic that couldn't be covered in a single answer so if anyone could point me in the direction of some tutorials that would be great!
Thanks for your time!
Replies
You can start by reading his page. Master materials are used to determine the parameters and samplers that the material instances will use and share. You can achieve this by using "parameters" instead of constants and simple texturesamples. These parameters will be visible in your instances, and their value can be changed in every instance, so you don't have to reconnect every material every time on every surface. Instances are probably better in performance too (I'm not sure how this part of the topic works)
Once you know what all the nodes do and think it through it will be easy. I haven't had a look at the bunk room myself, but that's how I started playing with shaders.
After following basic tutorials start experimenting in this way so you can see EXACTLY what is happening without having the other channels hide the small details. Especially if you don't have a true albedo and your color map has lighting information in it other than color. Small dark spots or hot spots can hide some of the subtleties that will help you to understand how math works in shaders.