‣ *SETTING UP MATERALS

<aside> 💡 ALL materials must be created through this panel. We recommend using the plug-in for all material editing from scratch

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<aside> 💡 NOWHERE uses a “Standard Shader” NOT PBR

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<aside> 💡 ONE shader per object

:: NWR :: Material Panel

Step A. Convert Material

Step B. Set desired settings

Transparency

Blend mode:

<aside> 💡 To achieve a white gradient, such as for faking volumetric light, load and enable .png image as Ambient texture and set Blend mode to Additive

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<aside> 💡 To achieve a black gradient, load and enable .png image as Ambient texture and set Blend mode to Multiply

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<aside> 💡 To set a .png image with a transparent background as a texture:

  1. Load and enable .png image as Diffuse texture
  2. Set Diffuse color value to 1.000 (white)
  3. Set Transparency Blend type to an Alpha type
  4. Set Transparency Blend mode to Combine and Amount to 1.000
  5. Set Emissive color value to 1.000 (white)

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Amount: represents opacity, with 0 being fully transparent and 1 being fully opaque

Ambient

Diffuse

Emissive

Specular

Color: the color the specular reflection will be modulated with. Use this color to “tint” the specular highlight

https://docs.arnoldrenderer.com/display/A5AFMUG/Specular

https://docs.arnoldrenderer.com/display/A5AFMUG/Specular

Texture: load a file roughness texture to control specular roughness

finger print texture

finger print texture

Roughness: controls the glossiness of the specular reflections. The lower the value, the sharper the reflection, e.g. a value of 0 will give you a perfectly sharp mirror reflection

Roughness = 0.2

Roughness = 0.2

Reflection

Normal

Refraction

Group 3.png

Areas to note:

  1. Backface culling

    1. check this box to save performance if you don’t need to see the secondary side of a layer
  2. To load textures

    1. Browse for the desired texture for each individual section
    2. Click Enable

    💡 :: Keep as small file size as possible

  3. Emissive Bloom ⇒ Glow layer

    1. Check the Bloom enabled checkbox

    ⚠️ :: Can be heavy, try not to use on too many unique materials

  4. ⚠️ :: Dynamic reflection is processor intensive use sparingly

  5. Normals: Parallax and Wind animation ⚠️ :: NOT CURRENTLY SUPPORTED

Workflow for getting images into world

  1. imported image as plane
  2. select plane and set to "world"
  3. convert material
  4. set diffuse texture to image and hit "Enable"
  5. set emissive texture to its highest level (white), so the image glows

NWM ASSETS : do not hit start

https://www.dropbox.com/s/ew5fejxii299ryi/Screen Recording 2021-08-04 at 4.14.03 PM.mov?dl=0