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Asset

MM_KurinAsset_01a: the main master for props, architecture and vehicles. When in doubt, use this one.

Setup

  1. 01 Textures: assign Base Color Map and NNMR Map, set Tiling (Texture preparation).
  2. Relief: tick Use Height Map? + Height Map. Masks (Emissive, Opacity, Mask Tint): Use Mask Map? + Mask Map.
  3. Turn on only the add-ons the asset needs.

Base groups

00 Settings, 01 Textures, 02 Base Color, 03 Surface: see Core parameters.

Add-ons

Add-on Switch / key parameters What it gives
Cover Use Cover?, Cover Amount Moss, snow or ash on top
Dust Use Dust?, Dust Amount Dust on up-facing surfaces and in crevices
Emissive Use Emissive?, Emissive Channel, Emissive Intensity Glow by a Mask Map channel
Opacity Use Opacity?, Opacity Offset Cut-out by a Mask Map channel
Parallax Use Parallax? / Use Bump Offset?, Parallax Height Relief depth from the Height Map
Landscape Blend Use Landscape Blend? The mesh base takes the ground look
Weather Use Weather? Wetness, puddles, rain, frost
Cloth Wind Use Cloth Wind? Waving flags, tarps, curtains
Surface extras Use Mask Tint?, Use Detail Normal?, Use Fuzzy Shading? Zone recolor, close-up detail, velvet / moss look

Dust, Emissive and Opacity: Core parameters. Textures from Virtual Texture Streaming: Virtual Textures.

Tips

  • Use Opacity? needs Blend Mode Masked: in the instance, Material Property Overrides → tick Blend Mode → Masked. Only on instances that really cut something out.
  • Presets (Dry, Wet, Rain, Rain_Streaks, Frozen, Submerged, Mossy, Snowy) in _Core/Materials/Presets: see Presets.
  • Parallax is the expensive add-on; on mid-distance surfaces use Use Bump Offset?.