Increase the value in the Scalar parameter to increase the brighness of the emission. To change the intensity of the emissive light, you can multiply it by a Scalar Parameter. To change the color of the light emission, you can multiply the emissive mask by a color defined by a Vector Parameter. Two parameters usually accompany an emissive mask: This is usually done by first creating an emissive mask texture, which uses pure white to define the sections of the Materail that should emit light. One of the most common uses for a mask texture, is to control the emissive sections of a Material. The following section demonstrages soem of the most common ways to use texture masking in Unreal Engine. Common uses include defining an emissive light source, defining which parts of a mesh are metal and non-metal, or mapping different colors to different portions of a model as shown in the chair example. You can use mask textures a number of different ways inside the Unreal Material Editor. If not, you run the risk of the alpha channel not being exported with the texture. If do you pack something into the alpha channel of a texture, make sure that you remember to enable alpha exporting in whatever 2D image manipulation software you use. In this case, the mask is used to give the cushions an orange color. To mask a specific part of the model, you need to paint that region of the image pure white, while leaving all the other areas black.Īs shown above, this allows you to apply specific surface properties to the masked region. The coresponding UVs are highlighted in the image below. In this example, the intent is to mask the seat cushions. When creating masks by hand, you will generally start with an image that shows the UV layout of your mesh. You can also bake masks directly from geometry in your primary content creation program, or with a dedicated texturing tool like Marmoset Toolbag, Xnormal, or Substance Painter/Designer. You can create a texture mask in any 2D image manipulation program. In fact, this image file contains a different black and white mask in each of the four color channels (RGBA). Here is an example of what the Texture Mask for the SM_Chair Static Mesh from the Starter Content looks like. Technically, any channel of any texture can be thought of and used as a texture mask. This is called channel packing, and is a good way to improve Material performance by reducing the number of texture samples required by the Material. In other cases, a single image file often contains the Roughness, Metallic, and Ambient Occlusion masks, each one occupying a single channel. Masks are frequently contained within a single channel of another texture, such as the Alpha Channel of the Diffuse or Normal map. This tutorial covers how you can use texture masking inside your Unreal Engine Materials.Ī Texture Mask is a grayscale texture, or a single channel (R, G, B, or A) of a texture, used to limit the area of an effect inside a Material. When creating 3D assets, you might find that you need the ability to define different surface types within the same Material.Ī simple and cheap way to achieve this is to use a Texture Mask that defines which parts of a surface should be affected by which section of the Material.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |