Create Authoring: Material Presets and Textures Maps
Before you begin the authoring process, it's important to set up all of the materials for your scene. Below we will cover some of the basics that every author should be familiar with as well as some more advanced options.
Standard - Utilizes the scene lighting, material parameters, and texture maps to create your final material.
Diffuse - Utilizes the albedo color, albedo map, and scene lighting
Diffuse Unlit - Utilizes color only and is unaffected by scene lighting
Depth Mask - Used to occlude objects from the camera
Video - Used to overlay a video onto an object (used by the video panel object)
Line - Creates an outline of your object
Map - Albedo map - Used to add color to an object
Normal Map - Used to fake surface details by faking the the lighting on the surface of the object
Metallic Roughness - Used to determine what parts of the model are metallic and rough. This map is made by using an RGB image where the B channel is Metallic and the G channel is Roughness (R is unused)
Please note that to properly utilize the above maps, your model will need to have a proper UV layout for the textures you wish to apply. This will need to be accomplished in the software the object was created in.
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