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Unreal Materials, Materials render, Materilas Edit 右键 constant 3 颜色值 …
Unreal Materials
Materials Expressions 材料表达式
Texture Sample纹理取样
Constant常量
Constant3Vector常量3向量
纹理坐标(Texture Coordine)
平移(Panner)
乘法(Multiply)
插值(Lerp)LinearInterpolate
Append
Mask
1-x
cheapContrast
UV Edit
UVs(V2)
TilePivot(V2)
Tilles(V2)
MirrorU(SB)
MirrorV(SB)
RotationPivot(V2)
Rotation(S)
Transform(V2)
TexCoord
Fresnel
Exponent(指数)
控制Fresnel效应的锐度。较高的指数值会使过渡更加明显,较低的值则使过渡更加平滑。
Base Reflect Fraction(基础反射分数)
控制最小反射率。通常设置为一个较低的值以确保在浅入射角时仍有一些反射
4.材料编辑器的基本输入
Result node of MaterialPhysically Based
World Position Offset
Base Color Diffuse
Metallic (0 or 1)
1Metal 0 塑料
Roughness(0.1 to 0.9)
表面粗糙度0.1 抛光0.9 很粗糙
Emaissive(Glow)
Normals
Specular
只对非金属有效
Opacity
0 表示完全透明 1 表示完全不透明
Textures
Texture Size
1X1 .....2048X2048, 4096X4096,8192X8192
Combinations are Ok 16x4096
Textures will import as any size but will not have mipmaps
Texture Formats
PSD TGA 格式比较好 未压缩无论何种图片,进UE4后,会转化为统一的一种格式
Importting Textures
Compression
DXTC or BC means compressed
B8G8R8A8 or parts of it(G8) means uncompressed
PBR Materials
What is PBR
Physical Based Rendering(PBR)
Approximating materials interaction with lighting through the authoring of
Metallic
Specular
Roughness
Used for nearly everything
Unified Shading
PBR Materials values
Material Properties材质属性
Details
Shading Model
Two sided and translucency settings
Unlit
Blend Mode
Masked
translucent
Opaque
Parameters
Global
Diffuse
Bump_Map
Mirror_U, Mirror_V
Normal_Intensity
Reflection
Reflection_Glossiness
Tiling_Pivot
UV_Offset
UV_Tiling
Materials render
Architecture and Foundational
HLSL Code
基础·材质
Pixel Shaders
Vertex Shaders
Materilas Edit
右键 constant 3 颜色值
constant 0---1的值
Roughness 值
0 全反射
1 不反射
Metallic 值
1金属表面 反射
0 没反射
贴图的TILING值