Asset¶
MM_KurinAsset_01a: the main master for props, architecture and vehicles. When in doubt, use this one.
Setup¶
- 01 Textures: assign Base Color Map and NNMR Map, set Tiling (Texture preparation).
- Relief: tick Use Height Map? + Height Map. Masks (Emissive, Opacity, Mask Tint): Use Mask Map? + Mask Map.
- Turn on only the add-ons the asset needs.
Base groups¶
00 Settings, 01 Textures, 02 Base Color, 03 Surface: see Core parameters.
Add-ons¶
| Add-on | Switch / key parameters | What it gives |
|---|---|---|
| Cover | Use Cover?, Cover Amount | Moss, snow or ash on top |
| Dust | Use Dust?, Dust Amount | Dust on up-facing surfaces and in crevices |
| Emissive | Use Emissive?, Emissive Channel, Emissive Intensity | Glow by a Mask Map channel |
| Opacity | Use Opacity?, Opacity Offset | Cut-out by a Mask Map channel |
| Parallax | Use Parallax? / Use Bump Offset?, Parallax Height | Relief depth from the Height Map |
| Landscape Blend | Use Landscape Blend? | The mesh base takes the ground look |
| Weather | Use Weather? | Wetness, puddles, rain, frost |
| Cloth Wind | Use Cloth Wind? | Waving flags, tarps, curtains |
| Surface extras | Use Mask Tint?, Use Detail Normal?, Use Fuzzy Shading? | Zone recolor, close-up detail, velvet / moss look |
Dust, Emissive and Opacity: Core parameters. Textures from Virtual Texture Streaming: Virtual Textures.
Tips¶
- Use Opacity? needs Blend Mode Masked: in the instance, Material Property Overrides → tick Blend Mode → Masked. Only on instances that really cut something out.
- Presets (Dry, Wet, Rain, Rain_Streaks, Frozen, Submerged, Mossy, Snowy) in
_Core/Materials/Presets: see Presets. - Parallax is the expensive add-on; on mid-distance surfaces use Use Bump Offset?.