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Building Materials

All the settings in the Materials tab are explained here.

The material settings is where the maps making the Sub-Layers's Material are set.

Each option will be shown separately below, featuring the Scalability and Mobile toggles/features if present but won't be discussed in this page.

Please see Scalability Options to learn more about the Scalability toggles, and Unified Cross-Platform Development for the Mobile|VR switches.

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Some of these parameters work in the same way as on the Master Surfaces Shadersarrow-up-right. As such, some links to the MSS Documentation will be present instead of a detailed description.

For most options, a button is available next to the option's name. Clicking it will allow you to restore the default values for it.

Sub-Layer Material Settings

chevron-rightExclude Sub-layer from Caching hashtag

Enabled only if the Sub-Layer is uncached.

chevron-rightUse Texture Atlasseshashtag

Visible only on MULTI Instance mode.

Enables the use of Atlasses textures to reduce the number of texture samplers used if many Sub-Layers are used across multiple BIOMES.

Should be toggled only if absolutely necessary, as it has a big performance impact that is not justified unless the Instance crashes due to the number of Texture Samplers !

  • Clicking on "Refresh Biome Atlasses" will fully refresh the Texture Arrays with all textures set in the Biome. It may be necessary if a texture shown using atlasses isn't the same as shown without.

chevron-right[ES3.1] Use Sub-Layer on Mobilehashtag

Sub-Layer Texture Settings

chevron-rightUV Tilinghashtag
chevron-rightDistance-Based UV Scalinghashtag

  • When enabled, samples the texturing at a different UV Scaling and shows it when the player is at a certain distance of the surface. Useful for keeping "crisp" materials far away like rock surfaces.

  • If the second distance is toggled, an additional layer of different UV Scaling will be used at set values.

In the example below, a version of the current Material with a UV Scale of 2.5 will be shown starting from the distance of 6000 units on top of the normal Material.

chevron-rightBreak UV Tilinghashtag
chevron-rightTriplanar Mappinghashtag
chevron-rightParallax Occlusion Mappinghashtag

Unavailable if Break UV Tiling is enabled, or if the Layer is cached.

chevron-rightSpecular Settingshashtag

  • Uses a channel of the Base Color as the specular output. The value is a cap as natural landscape aren't surfaces with a lot of specularity.

Texture Maps Input

chevron-rightBase Colorhashtag

  • Base Color slot of the Material

  • If "Use Uniform Color" is checked, a uniform color will be used instead of a texture map. The color can be changed by clicking the Uniform Color thumbnail.

  • Texture Adjustements are available below :

    • Hue Shift (from 0 to 360)

    • Saturation (Values under 0 to desaturate, over 0 to saturate)

    • Contrast

    • Luminosity (0 for black, 1 by default, more than 1 to increase lightness)

    • Tint (Color)

chevron-rightNormal Maphashtag

  • Normal Map slot of the Material

  • Texture Adjustements are available below :

    • Regular Flatness (1 for full flat, values under 0 to increase normal strength)

    • Distance 1 & 2 Flatness available when Distance-Based UV Scaling is enabled

    • Reverse Normal can be checked for inverting the Map

chevron-rightORM Valueshashtag

  • Occlusion/Roughness/Metallic slot of the Material

  • Packed "ORM" Texture can be enabled/disabled, but should always be used for optimization purposes if more than 1 map is used for any of the ORM channels.

  • If Uniform Roughness/Metalness is checked, the texture won't be used and an uniform value will be used.

  • If "Use Occlusion Map" is checked, the Occlusion map will be multiplied with the Color and Specular values following the Occlusion map adjustement options.

  • Texture Map & Settings are available if a Texture Map is used for any of the channels instead of uniform values :

  • Each map can be selected (if "Use Packed "ORM" Texture" is disabled.)

  • Contrast & Luminosity adjustement are available for each, except Metalness as a Texture map should be avoided as much as possible for performance reasons.

  • Metalness is present if need be but affects the shader complexity and is not cacheable !

    Using a metalness map will need the processing of the affected sub-layer to be done even if it's cached, so it should be always set to Uniform Value except for special cases !

chevron-rightUse Displacementhashtag

Visible only with a Studio license.

  • Displacement slot of the Material

  • If enabled, displaces a Virtual Heightfield Mesh or the Landscape if Nanite Tessellation (5.4+) is enabled. If it is, a Nanite Strength option will be visible ranging from 1 to 0. See Adding Displacement for more informations.

  • The Texture is contrasted before the Force setting.

  • The texture used for the Displacement can be a Texture, the last channel of the ORM Map ("Use ORD Texture Format" as featured on some Megascans maps) or the Alpha channel of the Base color.

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