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…
HI, Thanks for you reply. The material seems really robust with lots of parameters and adjustments.I made a list of the textures and there R|G|B|A channels. If you can help out would be really cool.
Yes, its a layered material. All of these textures masks some areas and applies a material on that part. I don't have the demo downloaded, but probably they have some pre-made materials, as material functions. There is a make material attribute node, so now you can have complete materials as functions, and you can call…
I don't know about the bot specifically, but I'm pretty sure the Infiltrator demo was all(or mostly) Layered Materials. What you're seeing might be the masks for the individual materials.
Finally downloaded the demo had a look at the shader tree. @Obscura is correct. Everything is running on material functions whilst using the make attribute node. 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…
Thanks Leleuxart. I'm just wondering what textures they are using for each RGBA channel. its hard to tell. The material looks really cool. And there are alot paramters/instances you can adjust.
Yes, as @leleuxart says, it looks like it's a multi-layered material setup making heavy use of masking, similar to what you would see on a vfx asset (albeit not nearly as complicated ) so the final comped channel result isn't usable as a map in itself, rather the separate channels. I would have to see the shader tree. I…