Material Mesh Data Blender


Material Mesh Data Blender

In: Mesh Adaptive/Utilities

Complex

Description

This node is intended to make it a lot easier to add detail based on baked data. It comes with a lot of sliders to modify an input full material, based on any and all baked maps as input. Do experiment with it, as there are a lot of options.

It is useful for doing things like adding edge highlighting based on curvature or other maps, blending in some AO with the Diffuse/Basecolor, adding Specular Occlusion based on Curvature and/or AO, etc.

Parameters

 Click here to expand parameters...

Inputs

  • Full Material Input (Group "Material"): Full set of material maps.
    These are modified by this node and then returned again as output.
  • Ambient OcclusionGrayscale Input 
    Baked map used for internal effects and masking.
  • CurvatureGrayscale Input 
    Baked map used for internal effects and masking.
  • HeightGrayscale Input 
  • NormalColor Input 
  • Vertex ColorColor Input 
  • World Space NormalColor Input 

Parameters

  • Channels 
    • Toggle material channels on and off in this group, for example when using Specular/Glossiness maps instead of Metallic/Roughness. Affects the availability of the below parameters.
  • Baked Maps 
    • Whether or not to use the listed baked maps for calculations. Affects the availability of the below parameters.
  • Diffuse AO0.0 - 1.0
    Amount of Ambient Occlusion to blend into the Diffuse.
  • Diffuse Sharp Edges: 0.0 - 1.0
    Amount of the curvature map to blend into the Diffuse.
  • Diffuse Color From Vertex Color: 0.0 - 1.0
    Amount of the Vertex Color bake to blend into the Diffuse.
  • Diffuse Pre Lighting: 0.0 - 1.0
    Amount of (fake) pre-lighting, based on the World Space Normals.
  • Diffuse Cartoon Lighting Balance: 0.0 - 1.0
    Shifts between realistic and cartoonish lighting for the Diffuse.
  • Diffuse Cartoon Pre Lighting Layers: 0 - 10
    Controls the look of the cartoonish lighting calculations.
  • Diffuse Cartoon Outlines: 0.0 - 1.0
    Controls the look of the cartoonish lighting calculations.
  • Base Color AO: 0.0 - 1.0
    Amount of Ambient Occlusion to blend into the Basecolor.
  • Base Color Sharp edges: 0.0 - 1.0
    Amount of the curvature map to blend into the Basecolor.
  • Base Color From Vertex Color: 0.0 - 1.0
    Amount of the Vertex Color bake to blend into the Basecolor.
  • Normal Material Intensity: 0.0 - 1.0
    Blending strength of the baked (tangent) Normalmap.
  • SpecularAO: 0.0 - 1.0
    Blending strength of the AO in the Specular.
  • Specular Bright Sharp Edges: 0.0 - 1.0
    Blending strength of the Curvature in the Specular.
  • Specular Cartoon Outlines: 0.0 - 1.0
    Blending strength of a cartoon Specular edge-outline effect, based on the Curvature.
  • Glossiness Dark Sharp Edges: 0.0 - 1.0
    Blending strength of the Curvature in the Glossiness.
  • Roughness Bright Sharp Edges: 0.0 - 1.0
    Blending strength of the Curvature in the Roughness.
  • Roughness Cartoon Outlines: 0.0 - 1.0
    Blending strength of a cartoon Roughness edge-outline effect, based on the Curvature.
  • Metallic Bright Sharp Edges: 0.0 - 1.0
    Blending strength of the Curvature in the Metallic.
  • Metallic Cartoon Outlines: 0.0 - 1.0
    Blending strength of a cartoon Metallic edge-outline effect, based on the Curvature.
  • AO Materiel Intensity: 0.0 - 1.0
    Blend strength of baked map AO with Material-generated AO, what degree to combine both AO maps at.
  • Height Material Intensity: 0.0 - 1.0
    Blend strength of baked map Height with Material-generated Height, what degree to combine both Heightmaps at.
  • Height Material Blending Type: Reinforce, Interpolation
    Blend mode for combining both Heightmaps.

Example Images