Material Mesh Data Blender
Material Mesh Data Blender
In: Mesh Based Generators*/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
Inputs
- Full Material Input (Group “Material”): Full set of material maps.
These are modified by this node and then returned again as output. - Ambient Occlusion: Grayscale Input
Baked map used for internal effects and masking. - Curvature: Grayscale Input
Baked map used for internal effects and masking. - Height: Grayscale Input
- Normal: Color Input
- Vertex Color: Color Input
- World Space Normal: Color 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 AO: 0.0 - 1.0Amount 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