Materials
Last updated
Last updated
To start, input the imported FBX Material Library. It is always located in the FBX's Root and just called "materials"
Just like with the FBX Subnet path, I wouldn't recommend Copy/Pasting the node but rather write it out.
Since Kits can come with Glass textures, you might want to use them. I found that a Transmission of 0.5 works well at selling the Glass look, while still providing some details from the texture.
The Transmission Parameter is applied to any material containing the word "Glass" or "Window" in its name.
This too can be adjusted and checked until converting the Assets. We will get to that in a bit.
Texture Remapping is useful if your downloaded textures don't follow the current naming conventions.
For example, base color files are usually named like this:
But if for some reason, it uses a different suffix like this:
You only have to change the Basecolor Parameter in the Remapping settings to "albedo". Now the textures should be found and loaded.
The Displacement settings are pre-configured to give decent results. I usually leave this off since Kitbash models generally don't provide good closeup detail. Therefore Displacement doesn't add much for my use case. Comes with a simple remap and displ scale parameters.
Now hit the "Create Materials" Button and wait for the process to finish. This usually takes a couple seconds.
Under Texture Variants you can create as many variants as you wish. For this example, we are creating two. A lower res 2k variant, and a high res render variant with 4k textures. Give them a name and select the corresponding texture folder. In my case, I'm using the.