Skip to content

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.