![]() ![]() On the Left-Hand side is what the Mask looks like as a Texture. In the following image, you can see a breakdown of how each channel of the Mask Texture for SM_Chair works. In this Material, the Mask Texture, T_Chair_M, is used to control every aspect of how the chair looks.įrom what sections should be metal or non-metal to what color those sections should have, the Mask Texture helps to define all of this. Opening up the chair Material, M_Chair, we can see a perfect example of Texture Mapping in action. To fix this, you will need to either create a new project or try the Migrating Assets tool to move the chair content from another project ![]() If you do not see the chair, it probably means that you did not include the Starter Content with your project. This will display all the content that is related to the chair. You can find SM_Chair and all the content that goes with it by first selecting the Starter Content folder in the Content Browser and then entering "chair" into the search box. The other most common thing to do with a Mask Texture is to store different kinds of Texture information into the individual R, G, B, and Alpha channels.Ī perfect example of this technique can be found by looking at the SM_Chair Static Mesh that comes with the Starter Content. The main advantage of using Emissive masking in this way is that whenever you need to change something related to the Emissive look or feel, all you have to do isĬhange the parameters inside of the Material instead of updating and re-importing a Texture. The intensity of the Emissive is being controlled by a Scalar value. The color that is used for the Emissive comes from multiplying the Mask Texture by a Vector 3 Parameter. In the above example, the Mask Texture is being used to help define which sections of the Material should be Emissive. In the following example, we can see Emissive Texture Masking in action. This is generally done so that you have more control over the look and intensity of the Emissive effect. ![]() Texture that uses White to define what sections of the Material should be Emissive and then multiplying that Mask texture by a color inside the Material Editor. This is usually done by first creating a Emissive Mask One of the most common things to do with a Mask Texture is to use it to control the Emissive sections of a Material. In the following section, we will cover some of the most common ways to use Texture masking in UE4. This can range from defining an emissive light source to being used as a Roughness texture. Mask Textures can be used a number of different ways inside the UE4 Material Editor. If not, you run the risk of the Alpha Channel not being exported when the texture is. 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. On the left hand side, you can see what areas this Mask Texture will mask out when applied to the chair mesh. This is because we only want to affect the areas that are in White. Notice how only a few areas are painted White while all other areas are painted Black. On the right hand side, outlined in green, is what the Mask Texture looks like. In the following image, we can see this in action. To accomplish this, all you have to do is paint the areas that you want to Mask with the color White leaving all the other areas Black. Here is an example of what the Texture Mask for the SM_Chair Static Mesh from the Starter Content looks like.Ĭreating a Texture Mask is something that can be accomplished in any 2D image manipulation program. Technically, any channel of any texture can be thought of and used as a texture mask. This is a good way to make use of unused channels and keep the number of textures being sampled in the Material to a minimum. ![]() Quite often, a mask will be contained within a single channel of another texture, such as the Alpha Channel of the Diffuse or Normal map. In the following How-to, we will cover how you can use Texture Masking inside of your Unreal Engine 4 (UE4) 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 of a Material. When creating 3D assets, you might find that you need the ability to define different surfaces types within the same Material.Ī simple and cheap way to achieve this is to use a Texture Mask that defines which 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 |