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What to do when model have multiple materials ?

focus_method
polycounter lvl 5
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focus_method polycounter lvl 5
hey guys, how to deal with it when u have 1 model with 2 or more different materials on it ?
for example , u have jacket, or combinaison , suit , and it contains 2 materials, cotton, wool, and rubber for example.
So what is the usual procedure to make high quality production ready model for cinematics ?
How do you control shader/material because rubber and wool don't react on the light the same way.

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  • Alex_J
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    Alex_J grand marshal polycounter
    cotton and wool can probably use the same shader and you can use a mask to separate them. 

    You could even use the same shader for fabrics and rubber if you dont need photorealism. 

    Are you asking how to assign materials to a model? 



  • Eric Chadwick
    You use a combination of textures for each material: base color, roughness, metalness, specular, normal map, etc.

    One set for rubber, another for leather, another for cotton..

    Then you use masks to combine the different texture sets into a new texture set. 

    For example a shoe might have all three of those material types, but you want a single material for the whole shoe. So you combine them together using masks, and end up with a single set of textures (base color, roughness, etc.) that defines all the materials for the shoe.
  • focus_method
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    focus_method polycounter lvl 5
    Alex_J said:
    cotton and wool can probably use the same shader and you can use a mask to separate them. 

    You could even use the same shader for fabrics and rubber if you dont need photorealism. 

    Are you asking how to assign materials to a model? 


    no, i'm asking what is the correct procedure when it comes to production and making game ready model and/or cinematics as well
  • focus_method
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    focus_method polycounter lvl 5
    You use a combination of textures for each material: base color, roughness, metalness, specular, normal map, etc.

    One set for rubber, another for leather, another for cotton..

    Then you use masks to combine the different texture sets into a new texture set. 

    For example a shoe might have all three of those material types, but you want a single material for the whole shoe. So you combine them together using masks, and end up with a single set of textures (base color, roughness, etc.) that defines all the materials for the shoe.
    You use a combination of textures for each material: base color, roughness, metalness, specular, normal map, etc.

    One set for rubber, another for leather, another for cotton..

    Then you use masks to combine the different texture sets into a new texture set. 

    For example a shoe might have all three of those material types, but you want a single material for the whole shoe. So you combine them together using masks, and end up with a single set of textures (base color, roughness, etc.) that defines all the materials for the shoe.
    ok so the goal should always be aiming for one single material for the whole shoe (in this example)
  • poopipe
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    poopipe grand marshal polycounter
    The goal is generally to use the minimum number of materials. 
    The majority of surfaces can be represented with a standard pbr type material. If you have something transparent, hairy or weird in another way it will need to be separated off into a separate material.

    This is a rule of thumb, your project requirements may well mean you have to do something different

    There is no always. Ever
  • focus_method
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