Material Creation
Last updated
Last updated
This section outlines best practices for setting up base materials and shaders tailored to game engines.
PBR (Physically Based Rendering) materials simulate real-world light interaction accurately and are preferred to our pipelines.
When creating PBR materials, it is important to consider the following:
Use ORM (Occlusion, Roughness, Metallic) packed into a single RGB Texture.
Avoid using opacity, alphas, or translucency, as these values may not export correctly. You'll need to configure the material in each engine separately, as they can't be pre-baked or manually adjusted outside our ecosystem.
Texture Naming: Follow the recommended naming conventions for ease of use across assets. See Naming Guidelines.
A material defines how a 3D object reflects, absorbs, or emits light and interacts with other objects in the scene. Following strict naming guidelines helps maintain consistency and efficiency within large projects, View Naming Guidelines.
Shaders are used to create the visual appearance of materials in-game. When creating shaders, it is important to consider the following:
Performance: Shaders can greatly affect performance. Test them on various hardware to ensure they don't cause lag or other issues.
Draw Calls: Use a single material per mesh to minimize in your engine of choice, enhancing performance, particularly on lower-end hardware.
Compatibility: Use the shader language supported by your game engine, as different engines have different shader language requirements.
Lighting: Shaders can simulate various lighting conditions like diffuse, specular, and ambient lighting. Consider your game's lighting conditions when creating shaders.