We've have in one hand the displacement or height map. This is can be used with DirectX 11 tessellation to add some extra detail to you models, but actually, in order to use that feature correctly you have to make a correct topology, otherwise, you will have crack on the seams of your models.
A displacement map of a tileable cobblestone texture |
Comparison when using diffuse, diffuse+normal, diffuse+normal+POM and diffuse+normal+tesselation. |
For translucent materials we have also some specific channels available like the opacity which will allow us to control what parts of our material are transparent.
But, if in the other hand we are handling a "masked" material, then our opacity mask will be completely rough (but way cheaper). Don't expect any gradient or transition. Pixels are visible or invisible when using a masked material, there are not middle values of opacity.
But, if in the other hand we are handling a "masked" material, then our opacity mask will be completely rough (but way cheaper). Don't expect any gradient or transition. Pixels are visible or invisible when using a masked material, there are not middle values of opacity.
A simple masked material. |
Right now, there is also an option to make subsurface scattering materials (SSS for short) but on the upcoming 4.5 version of UE this is going to be improved (don't ask me the details, I have to check it out before :P). This is mainly a color texture used to make wax like materials and it tells the material whats the color inside the material so if you are doing an iceberg, this could be something like green teal, or if you attempting to do some human skin, the inner color should be the color of your flesh.
In this 2 parts article i've been summarising and explaining with my own words what you can actually find in the UE4 documentation page about material inputs. Take a look if you are still confused about this topic or want to delve more about this :)
There is gonna be a part 3 where I'll be explaining what materials are and some example of material webs (Sometimes they get very confusing with all thoses cables..).
About Textures And Materials (Part 2) ~ Yet Another Developer'S Blog >>>>> Download Now
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About Textures And Materials (Part 2) ~ Yet Another Developer'S Blog >>>>> Download LINK
>>>>> Download Now
About Textures And Materials (Part 2) ~ Yet Another Developer'S Blog >>>>> Download Full
>>>>> Download LINK