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Multimatte ID – The integer ID of the material to be used by the "Multimatte" render element. Material ID – The color used by the "Material ID" render element. You can take advantage of this to make the detail map effects fade when the texture gets minimized on screen: you simply need to create mip maps that fade to the 0.5 value after a given level.įor eg, you can decide that the fading effect begins at mip level 3, and is fully achieved at level 5, meaning that from level 3 to 5 the R/G/B/A values are interpolated from their initial values to the 0.5 value, then at level 5 and onward all values are set to 0.5, disabling the detail map effects completely.Material Id Enabled – Enables the use of Material ID. Note that a mid-gray value (0.5 on a 0.1 scale) for the channels will disable the effect: setting 0.5 in the Green and Alpha channels will disable the detail bump map, for eg. Alpha channel: red component of the normal mapĪ picture can help to better visualize the channels:.Green channel: green component of the normal map.The detail map can contains albedo (diffuse), normal and roughness (for PBR materials only) channels, dispatched this way (following Unity convention): The first picture is the main + bump textures without detail map, the second picture is the main + bump textures + detail map with albedo and normal channels. You can also add a normal channel in the detail map: The detail map used in the picture above only contains an albedo (diffuse) channel which is tiled ten times over the main texture. You can use a detail map to improve on this: You can see fairly big areas with uniform colors because the texture is zoomed in. See for eg this marble texture without detail map: vOffset = 0.5 UV Tiling and Offset Details mapsĪ detail map (also called secondary map) is generally used to add extra details to the regular main texture when viewed up close.
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