‣ *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
Step A. Convert Material
Step B. Set desired settings
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:
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Amount: represents opacity, with 0 being fully transparent and 1 being fully opaque
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
Texture: load a file roughness texture to control specular roughness
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
Backface culling
To load textures
Enable
💡 :: Keep as small file size as possible
Emissive Bloom ⇒ Glow layer
Bloom
enabled
checkbox⚠️ :: Can be heavy, try not to use on too many unique materials
⚠️ :: Dynamic reflection
is processor intensive use sparingly
Normals: Parallax
and Wind animation
⚠️ :: NOT CURRENTLY SUPPORTED
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