Core parameters
Every opaque master has these groups. Layered masters (VtxBlend, MaskBlend, Landscape) put them into one group per layer, with a prefix such as R - or L2 -.
00 Settings
| Parameter |
What it does |
| Use Virtual Textures? |
Switches all texture slots to their (VT) twins |
| Flip Normal Green? |
For OpenGL normal maps |
| Height Range (cm) |
Layered masters only. Height the layers can cover (4); raise it if tall layers clip |
01 Textures
| Parameter |
What it does |
| Tiling (+ Tiling X / Y) |
UV repeats for all maps |
| Base Color Map, NNMR Map |
The two required textures |
| Use Height Map?, Height Map |
Height for parallax, height blend, puddles and cover. Off = flat, no cost |
| Use Mask Map?, Mask Map |
RGB masks for Emissive, Opacity, Mask Tint; A = AO |
| Use Anti-Tiling?, Anti-Tiling Size / Rotation |
Hides texture repetition. Rotation 0 for planks and bricks. Not with VT |
| Height Scale (cm), Height Offset (cm) |
Layered masters only, per layer. Real height of the layer and how far it sits up or down |
02 Base Color
| Parameter |
What it does |
| Base Color Tint / Brightness / Desaturation / Contrast |
Color correction without editing the texture |
| Use Mask Tint?, Mask Tint R / G / B |
Recolor areas marked in the Mask Map |
03 Surface
| Parameter |
What it does |
| Normal Intensity |
0 = flat, 1 = as authored, above 1 = stronger |
| Roughness Offset, Roughness Flatten |
Offset: minus = glossier. Flatten 1 = one even value |
| Specular |
Keep 0.5 for almost all non-metals |
| Use Metallic?, Metallic Offset / Flatten |
Metal from NNMR. Off = no metal |
| Use AO?, AO Intensity / Flatten |
AO from the Mask Map alpha |
| Use Detail Normal?, Detail Normal Map, Detail Tiling, Detail Intensity, Detail Fade Distance |
Fine close-up normal, fades with distance |
| Use Two Sided Normal? |
Correct normal on back faces |
Feature groups
Each feature has its own Use ...? switch; off = no cost.
| Group |
What it does |
Cost |
| Cover |
Moss, snow, leaves or ash on top, whatever the rotation |
Low |
| Dust |
Dust on up-facing surfaces |
Low |
| Emissive |
Glow by a Mask Map channel |
Very low |
| Opacity |
Cut-out by a Mask Map channel |
Low |
| Parallax |
Relief depth from the Height Map |
High |
| Fuzzy Shading |
Cloth, velvet or moss look: darker core, bright rim |
Low |
| Cloth Wind |
Flags, tarps, curtains |
Vertex shader |
| Landscape Blend |
Mesh base takes the ground look |
Medium |
| Layer Seam / Layer Border |
Layered masters: height step / cement band at layer edges |
Low |
| Weather |
Wetness, puddles, rain, ice, frost and more |
See Weather |
Dust, Emissive, Opacity
| Feature |
Key parameters |
Tip |
| Dust |
Dust Amount, Dust Tint, Dust Roughness, Dust Mask Map + Dust Mask Channel, Dust AO Influence |
Amount 0.6 = flat tops, 1 = also slopes. Mask Map breaks it up |
| Emissive |
Emissive Channel, Emissive Intensity, Emissive Use Base Color?, Use Emissive Pulse? |
Intensity 1–5 signs and screens, 10+ lamps |
| Opacity |
Opacity Channel, Opacity Offset, Opacity Contrast, Opacity Invert?, Use Camera Fade? |
Camera Fade hides the surface close to the camera |
Opacity needs Blend Mode Masked
The master is Opaque. You do not need a copy of it: in the instance open Details → Material Property Overrides, tick Blend Mode and pick Masked (Opacity Mask Clip Value is there too). Masked costs more, so use it only where something is cut out.
More: Cover, Parallax, Surface extras, Wind, Landscape Blend, Weather.