@bitinn No worries, mate. Oh yeah, the "Material ID" was something that both Quixel and Substance products started using for their masking system, so it got a new meaning that way. Just for fun, the first result when googling "material id" brings up 3ds Max's documentation about assigning material on the polygon level to a…
Typical env workflow is to generate tiling UVs in uv0, and atlas lightmap UVs in uv1. If your modeling app starts with uv1, then it's uv1 and uv2. Same thing tho. But there's nothing stopping a game dev team from adopting any uv channels they want. And any material IDs they want. Except if the file format or engine has…
MatIDs have been used or a long time in offline rendering/compositing. Also, Max's RTT baking tool has had an explode bake MatID feature for as long as it's been in Max(10 years or so?) long before tools like Substance came up with the 'match by mesh name' concept. As for the mulptiple uv channel per material workflow I'm…
a bit late but thanks for the clarification guys. My understanding is purely practical from working in Unity or Unreal, but looks like I wasn't using the right terms. To me, so far, material has always equaled = one UV layout.
@FourtyNights you can have multiple textures in different uv channels. In UE4 I think you can have up to 8. You lerp texcoord nodes set to the different channels with the RGB channels of your mask. So for the example above the skin would be a single material and the face/body uvs would be on different channels and lerped…
Typically, yes, but your skin scenario I used is a good example of where it could be used for a character. It all comes down to the pipeline, and how that is being optimised. Complex materials with lots of texture sample nodes are expensive/slow to compile and cost texture memory. I'm not a tech artist or programmer…