Categories
1.1 UE

UE _Materials

1. Core Concepts

  • Material Inputs: Base Color, Metallic, Roughness, Normal, Emissive, Opacity
  • PBR Workflow: Realism is based on physical rules, not arbitrary brightness adjustments
  • Material vs Material Instance:
    → The master material defines the structure, while instances are used for parameter tweaking (very important)

2. Commonly Used Nodes

  • Value Nodes: Constant (1/2/3/4), Scalar Parameter, Vector Parameter
  • Math Nodes: Add, Multiply, Lerp, Clamp
  • Texture Nodes: Texture Sample, Texture Coordinate
  • Normal Nodes: Normal Map, Flatten Normal
  • Control Nodes: If, Switch, Fresnel

3. Textures and Channels

  • Base Color: Albedo / color information
  • Normal: Surface detail
  • ORM / RMA Maps:
    • R = Ambient Occlusion
    • G = Roughness
    • B = Metallic
  • sRGB Settings: Knowing when to enable or disable sRGB is crucial

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