Hi All,
I am trying to understand how the M_DPW_Bot material is setup. As its a complex material with lots of packed textures.
I would like to use this material setup for my own model. Does anybody know how the channels are setup. As I want to export out my textures.
*********************************
Material from Infiltrator demo
M_DPW_Bot01
PackedTextures are:
T_DPW_Bot01_MatBlend.TGA is this like vertex color ID map?
R=?
G=?
B=?
A=?
T_DPW_Bot01_Shade.TGA
R=AO?
G=Curvature?
B=Spec?
A=Opacity?
T_DPW_Bot01_Detail.TGA
R=?
G=?
B=?
A=?
T_DPW_Bot01_Detail_Mask.TGA
R=?
G=?
B=?
A=?
Replies
So there are 5 separate mats: chrome, machine paint, secondary colour, rubber, base metal. Each of these just uses vector3 or 4 as the base value with various channels from the textures you are curious about acting as masks. These 5 mats are then passed through mat functions for layer blending. then through the make material attribute node, and finally split off again with the roughness/metal/normal piping straight to the final material output, and the specular(yes, spec is used here in the metal/rough workflow) and base colour going through more masking/blending using the AO/curvature/cavity channels from that 1st texture you showed.
The emissive channel is created using similar techniques, but is built separately and piped straight in to the final output.
The entire material is basically achieving a similar result to what you might get in Substance designer/painter, but all within the UE mat editor. With the power of the mat functions and parameters(in an instanced mat) essentially being the same as publishing a substance with params exposed in-engine.