Properties of textured (PBR) materials
Created: Jan 14 2024 by Last documented update: Feb 20 2024 by
This page documents textured (PBR) shaders and their properties.
For an overview of PBR shaders, see Cheat sheet: Materials-> #textured-materials
For an explanation of material properties and further links, see Material 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 CKeyValuePair
s in your material's "values" array:
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
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 CKeyValuePair
s in your material's "values" array:
You can find a ready-to-download template here.
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)
LayerTile
Material scaling (zoom on surface) > 1 zooms in, >1 zooms out
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)