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This lets you avoid the unwanted repetition and patterning which can be seen even with seamless textures when they are scaled to fit large surfaces such as floors, walls, ground surfaces, etc. Second, it lets you randomize UVW positioning, rotation, and scaling in just one object by dividing the UVW space into a series of tiles. The materials also allow for easy import from third–party applications such as Allegorithmic’s Substance tools, and Quixel’s Megascans. Oren-Nayar shading model which the more technically-minded among you will know gives more realistic fall-off for the Baser layer at grazing angles. This can also be mapped to blend between the two different ways materials behave in the real world.Įdge Color for metals, which can be quickly and easily defined with a single color which will be ideal in 99% of cases – but when the ultimate in realism is required, there is the option to use a Complex IOR instead.Īnisotropy correctly affects both reflection and refraction simultaneously. Metalness Workflow which lets you specify whether your material is a metal or a non-metal. Sheen lets you adjust the way a material reflects light, most commonly for fabrics and other materials – think satin or velvet, and how those reflect light differently from non-fabrics at the grazing angles.ģ5 Presets for quick starting points, or to “reverse engineer” good settings for the various parameters for the most common materials you will want to create.
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It has its own independent reflectivity, its own independent Bump map separate from the Base layer, and Absorption parameters that control how it colors the Base layer beneath it. Clearcoat lets you define a layer of varnish or lacquer for a material – think varnish over wood, or the final coat in car paint.
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