6 Layered Uber Architectural Material

It’s a huge material full of various functions. I’m not going to show right now how it all looks in general. Just give it a look by yourselves. But here is a screenshot of how the material Instance looks like:


And here is link for the material, feel free to use it:
https://www.dropbox.com/sh/9lbg8om0c4oho5a/AAANcsB4xOgpdAxPsTL4sqjDa?dl=0
I will show later some screenshots how it works.

Okay, here is a little example with textures:

And here is what I was able to create with this material:


looks cool and how you made these scratches on white one? BTW how to call correctly such torn off, stripped paints, old scratches?

Okay, the way is very simple, but requires a bit of work and patience. You can get any picture like those: Textures for 3D, graphic design and Photoshop!
In photoshop create a layer with one of the RGB colors. Paste the piece of the picture with the damaged wood as a mask for the layer and adjust brightness or contrast with curves, so you clamp it to almost black and white. This way you will separate wood from paint from the original picture.
I will try to explain it better with images.
Cheers.

Here a little table. To create a splat map, first I rendered curvature and ambient occlusion inside of ZBrush, so I could determine the general shape of the object on the texture space, and then added all the torn detail in photoshop.



The beauty with that technique is that I create only normal map and a splat map for these objects. And I can change color of the paint without touching the wood color in cracks.

Here we go:

  1. Fill layer with single color and add the mask
  2. Paste piece of wood go to image>adjustments>curves and clamp the wood to almost black and white, and invert colors
  3. Copy clamped layer, and paste it into mask of color layer with ctrl+shift+v
  4. Apply layer mask

I’m not going more in detail, since it’s not a photoshop tutorial, but I hope you got the idea.
Cheers.

The chair:

Door was a bit tricky. I had to determine the wood direction. So I created third UV channel where elements were rotated in the wright way.


Cheers.

Simple Vase:


I can play with colors of the objects all day. This is so much fun :smiley:
Cheers.

Great stuff will use it for sure :smiley:

@dzodzu
Very massive and nice materialsetup.
:slight_smile:

Sure, you’re welcome

Thanks :smiley:

Few more explanations I didn’t mention before:
For specular, roughness and metallic don’t be afraid of using negative values. You are multiplying the texture at the end, so this way you can darken it.
Sometimes it can act weird if you have too contrasty textures. Better make them a bit more grayish/washed out.
Or you can tweak texture values in their options, likewise it’s better to use not sRGB for composed textures and for splatmaps.

The shader is done the way, you layer up only the enabled options, otherwise it takes the values from the layer below.
To give an example;
If you have layer 0 diffuse and specular enabled, and for layer 1 only diffuse, you will have as a result diffuse of both and specular of layer 0 only.
I hope I explained it right…

For mask you can use multiple options at the same time. It will all lerp together.
On the side note precomputed AO doesn’t work in UE 4.11preview5! It is reported in bug reports already, so I hope it will be back in final 4.11

If you have questions, ask anytime. Have fun. Cheers.

Just did a little important update. Fixed few Normal map options.

Window.

Lamp.

i have a question : your material detect edges for scratches or you just texture your objects in other applications then ?
you show how create alpha in Photoshop but im so curious about your pipe line for creating textures for your objects ? i really like how scratches and cracks works on your objects .

well done .

Oh my. I totally forgot about this thread. Sorry.
Yeah, I’m texturing them all, I wish I could get a curvature inside of UE4, so i would be able to make it procedurally. Unfortunately I’m going through all the texturing process.
I’m working on a whole new version of this material with smaller number of instructions.
Also, I’ll add the tessellation and parallax.
I have a problem with mixing parallax, tho… so I’ll probably stay with parallax on first layer only. But I’ll add tessellation for all layers.
Once I’m done with it I’ll put the download link.
Go see what I’ve done so far with the layered shader (newer version):

Feel free to use it, copy to your project, go to “Content\SmartPolygon\Mat_Masters” and create instance of the master materials.
Cheers.

thanks for your sharing! All the functions are broken when copying/pasting your folder. Did you have some screenshot of your material to rebuilt it?

i just imported it and it works just fine on 4.18. the only reason it would break is from not being copied to the correct location, IE you need to copy the “SmartPolygon” folder into your “content” folder, you need to keep the same folder structure when you first import or it will break. feel free to move it to another folder from within the engine once its working.