There are a couple of ways to pass parameters from your Material Layers and Material Layer Blends to your Materials and Material Instances. If you have multiple layers in the stack using the same Material Layer, setting an overridden parameter value in one layer in the stack will not override the same layer's parameters in that same layer stack. When you create your Material Instance or apply this material directly to an object in your project, the default Material Layers will be used.įor more complex materials that you set up, the Get Material Attributes and Set Material Attributes expressions are able to add and taken in Material Attributes you want to set up in your base Material rather than setting it up specifically in the Material Layer.Įach layer's parameters are exclusive to that layer. When you select the Material Attribute Layers expression, you can use the Details panel to set the default layers to be used with any Material Instance that is created, like the Background material layer or any additional layers. The Material Attributes Layer expression is used to evaluate the active Material Layer Stack. For example, you can have a chrome material that gets and sets material attributes when using a Material Attribute Layer expression. These are then used for your base material's output. When using Material Layers, you'll want to be sure that you've enabled Use Material Attributes by selecting the main material node and setting it in the Details panel.Ī Material Attribute Layer expression is used to reference the many material attributes that can be associated with a particular material layer. This reduces the amount of management required in your base Materials. In your base (or parent) Material, instead of placing all your node logic in the graph, you'll rely on the Material Layer and Material Layer Blend Assets to handle that. For instance, if you wanted to create a chrome or emissive material, you'd set up your textures and parameters in this graph like you would in any normal base Material graph.Ĭlick image for full size. For each type of material that you want to create, you can use the Material Attributes expression to handle the logic and output that result. The Material Layer Asset, like a Material Function, has its own graph where you can set up your node graph logic and preview it for the Material. Material Layers is composed of two asset types:Ī Material Layer Asset is used to create a layer that can be masked or blended with other layers in the material.Ī Material Layer Blend Asset is used to create a mask for blending two layers together.īoth of these asset types can be added to your project from the Content Browser by clicking the Add New / Import button, or using the right-click context menu and selecting the assets from the Materials & Textures category. Use the Layer Parameters tab to add, edit, and manage layers for your Material. The following steps are the high-level approach to creating and using Material Layers for your Materials in your projects:Ĭreate your Material Layer Blend Asset(s).Īdd a Material Attribute Layers expression to evaluate the active Material Layer stack and output the merged attributes.Ĭreate a Material Instance of your base Material. You will need to restart the editor for this feature to take effect. It also means that you can use similar Material Layers across multiple materials without duplicating your work, similar to how Material Functions work but with much more flexibility in application and usage. Setting up your logic primarily in the Material Layer Asset means that it's less complicated to manage when making big or small changes in your Materials. This allows you to control things such as texture inputs, vector and constant values, and more. This is where you can set up and employ all of the logic for this material, including the parameterization of attributes. When opening a material layer or Material Layer Blend Asset, the node graph is similar to the one in the Material Editor. In contrast, any parameters set up in the Material Layer Asset are able to be instanced themselves, and only the base Material Layer needs to be referenced in the base Material for the input that it will affect. ![]() The limitations of how Material Functions work when creating material instances means that any parameters created in a Material Function cannot be referenced in an instanced material without first being duplicated in the base Material. Base Material using Material Function workflowīase Material using Material Layers workflow
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