Not just listening - MixedMaterials

MixedMaterials

注意:

5.3版本仅支持网格体顶点颜色绘制,且对开启了Nanite的模型不起作用。

5.5版本后增加了网格体纹理颜色绘制,支持开启了Nanite的模型。

MixedMaterials可以让创作者借助图层材质创建复杂材质效果,不必每次重新复写各种复杂功能而提升工作效率。

同时,创作者也可以仅使用基础材质参数,同样可以对材质效果进行一定程度的修改。

MixedMaterials基础材质功能支持三面映射、UDIM多项限贴图,可以满足大部分应用场景。

同时材质实例暴露了UV缩放、UV偏移、UV旋转、色相偏移、饱和度等参数,可以很方便对颜色、法线等贴图进行调整,并且支持丝绸、次表面、置换效果,能够在多层材质中叠加使用,实现复杂效果。

启用图层材质后可以配合遮罩、网格体绘制对材质进行修改,同时图层材质混合遮罩同样支持三面映射与UDIM多项限贴图,能够很方便做出复杂材质效果。

图层材质混合资产还准备了一套根据环境光遮蔽自动计算物体与物体接触位置遮罩的功能,可以很方便对场景接触部分做出修改。

另外,图层材质混合还添加了“材质通道叠加”功能,可以分别精准控制图层材质与底层材质颜色、法线、金属度、粗糙度的显现比重。

在使用图层材质时需要注意控制图层数量,过多的图层对材质性能影响较大,需要谨慎添加。

Mixed Materials

Note:

Version 5.3 only supports vertex color drawing for mesh bodies and has no effect on models with Nanite enabled.

After version 5.5, grid body texture color drawing was added, supporting models with Nanite enabled.

MixedMaterials enables creators to create complex material effects by using layer materials, eliminating the need to rewrite various complex functions each time and thus improving work efficiency.

At the same time, creators can also use only basic material parameters to make certain modifications to the material effects to a certain extent.

The MixedMaterials basic material function supports three-sided mapping and multiple UDIM limit mapping, which can meet the needs of most application scenarios.

At the same time, the material instance exposes parameters such as UV scaling, UV offset, UV rotation, hue shift, and saturation, allowing for convenient adjustments to color, normal, and other maps. It also supports silk, subsurface, and displacement effects, and can be used in multi-layer materials to achieve complex effects.

After enabling the layer material, you can modify the material in combination with masks and grid body drawing. At the same time, the layer material blend mask also supports three-sided mapping and multiple UDIM limit mapping, making it very convenient to create complex material effects.

The layer material blending assets also come with a set of functions that automatically calculate the contact position masks between objects based on ambient occlusion, making it very convenient to modify the contact parts of the scene.

In addition, the layer material blending has added the "Material Channel Overlay" function, which can precisely control the display proportion of the color, normal, metallicity, and roughness of the layer material and the underlying material respectively.

When using layer materials, it is necessary to pay attention to controlling the number of layers. Excessive layers have a significant impact on the performance of the material, and should be added with caution.