Textured (PBR) material properties

Properties of textured (PBR) materials

Summary

Created: Jan 14 2024 by manavortex Last documented update: Feb 20 2024 by manavortex

This page documents textured (PBR) shaders and their properties.

The most commonly used material for anything textured is engine\materials\metal_base.remt. Despite its name, this material isn't necessarily metallic.

To use this material as emissive (light), check Emissive Material Properties

You can change the colour of a texture on-the-fly by using the BaseColor property (color picker blend file here)

The material can be transparent by setting enableMask to True (and make sure its not overriden in the material chain). When set, the material will use the alpha channel of the BaseColor.

To make your mesh load a texture, use the following CKeyValuePairs in your material's "values" array:

BaseColor

path to your texture.xbm (Diffuse/Albedo)

Roughness

path to your roughnessMap.xbm (if you have one)

Metalness

path to your metalnessMap.xbm (if you have one)

Normal

path to your normalMap.xbm (if you have one)

The .xbm is a container around the texture. Export the xbm to png via WolvenKit.

If your texture has any brightness issues in-game, toggle around the isGamma flag during import.

The expected isGamma settings are:

normals: false diffuse/albedo: true anything that is used in .inkatlas files: true

Plastic

The most commonly used material for anything textured is engine\materials\metal_base.remt. Despite its name, this material isn't necessarily metallic.

To turn the material into plastic, use the following CKeyValuePairs in your material's "values" array:

BaseColor

base\materials\placeholder\white.xbm

Normal

optional: path to your normal map

Roughness

optional: path to your roughness map

RoughnessBias

0.200000003

BaseColorScale

Colour as x/y/z values (color picker blend file here)

You can find a ready-to-download template here.

Further properties

LayerTile

Material scaling (zoom on surface) > 1 zooms in, >1 zooms out

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