🔠Global Settings
Last updated
Last updated
The Global section of the shader covers the global texture parameters you might want to change, including texturing mode, texture format and more.
Triplanar layers the Material on the 3 Axis of the object. It allows for better texturing on objects will unwrapped or badly stretched UVs or uncommon shapes.
The smoothness of the transition between each texture can be set in the smoothness setting below the triplanar toggle.
The Triplanar mapping can also be used for only rendering on the X, Y, Z parts of the model. This can be useful for planar surfaces to save instrcutions !
Scales the Texture on the mesh.
Allows the use of a packed texture instead of 3 separate texture files for Roughness, Metallic, AmbientOcclusion. These textures can be packed manually or are exported by default on Substance Painter with the "UE4 Packed" preset.
The Advanced Features contain additionnal options that are useful in specific cases.
The options are explained in-depth in the following pages.
This is where you can toggle the Color / Grayscale Map Adjustements, which were mentionned in the previous page. They will appear in their respective channels sections.
Parallax Occlusion Mapping allows the use of a heightmap of give the illusion of depth at the fraction of the cost real tessellation would need.
POM Height Ratio
How strongly the heightmap will be applied. The height can be reversed if input a negative value.
Min and Max Steps
The number of times the texture is sampled to create the effect. Min and Max steps are the number of minimum and maximum steps taken depending on the texture.
Keep in mind that the more steps are taken, the heavier the performance impact will be.
Allows the material to change the mesh vertices.
For this setting to work properly, the mesh needs to have a decent amount of geometry !
Keep in mind this dosen't affect the bouding box or the collisions !
Inflate
Inflates or deflates the mesh it's applied on. Can be used with a heightmap/mask to "bake" it into the mesh if it has enough geometry.
XYZ Offset
Offsets the location of the vertices on the X Y Z axis.
Apply Wind Effect
Applies a wind effect on top of the mesh. The Parameters below define the speed, intensity and weight of the effect. Not affected by the inflate heighmap mask !
If enabled, the WPO can be changed using the Vertex Painting options to allow rudimentary sculpting of the mesh (especially useful for cave walls, for example.)
There are UV-Breaking features available, which are also comaptible with Triplanar Mapping.
Enabling them gives access to 4 parameters that can be tweaked :
Smoothness
Controls how smooth the transition between the UV-breaking noise are
Variation Levels / Scale
Controls respectively how many layers of cells there are, and how big.
Tiling Variation Scale
Controls the ratio of how big/small the texture variations are at their maximum and minimum.
The UV Breaking Features CAN'T be used with geometry-changing functions ! So no Tessellation/World Position Offset (will ignore the UV Break) or Parallax Occlusion Mapping (can't be enabled) !