How to use a PBR material in Cyberpunk
Published: Jun 29 2022 by Last documented edit: Jun 29 by
This guide will teach you how to use a textured (also called PBR
, which is a subtype of textured and will work) material in Cyberpunk. It is a part of Changing materials, colors and textures — if you are missing information, check the parent page.
You have a CMaterialInstance
that can use your textured material.
If you don't have one yet, follow the steps under Changing materials, colors and textures, or skip to #finding-example-material-configurations and copy the entire material.
The default textured material in Cyberpunk can be found under
By setting it as the baseMaterial
, you're telling your item to load anything you configure under the values
array.
metal_base
's full properties are documented under Textured (PBR) material properties.
For a full list with explanations, see Material properties
Some of the most common properties for metal_base are:
BaseColor
Texture
The base texture of your item
BaseColorScale
Vector4 / Color
If you re-select it after setting the name, Wolvenkit will show you a colour editor. This tint will be applied over your BaseColor for easy creation of variants!
Metalness
Texture
Roughness
Texture
Normal
Texture
Path to your normal (bump) map texture
AlphaThreshold
Scalar (number)
Transparency threshold. Only works if the material IsMasked
Emissive
Texture
Texture for glow (with transparency andIsMasked
or black/white, you can control which parts of the item glow)
EmissiveEV
Scalar (number)
Brightness of the glow. 3 is a good neon lamp, 6 might cause loss of vision, 12 will kill vampires immediately
EmissiveColor
Color
What it says. This defaults to white.
LayerTile
Scalar (number)
Seamless tiling factor
Tough luck, this is the only textured shader we have. Time to get converting :)
Search for metal_base in your asset browser:
Right-click on the entry, and select "find files using this". That will get you every base item with a textured material.
With what you now know, you can dig through their material instances and find example parameters.
How /shiny your material is
How /rough your material is