Fur Materials - Optimized
This master material is of medium-quality with a medium feature set. It gives artists a fair amount of control and works well for optimized games. Best for projects with:
- Baked lighting
- Restrictive hardware
- Strict performance requirements (like VR)
Color
- Color Base
- A color texture map that is applied to the fur
- Color Scale
- the UV scale of the Color Base map
Fur_Control
- Growth
- Controls, at the micro-scale, where fur should be applied or removed.
- The use of this feature should be resolved for small-scale density change - not for large scale length!
- Use a greyscale mask in the Growth texture if you want fur to taper off in density, or be completely missing in some areas.
- This texture should be Linear (uncheck sRGB in the texture's settings)
- Growth Scale
- the UV scale of the Growth map.
- Pattern
- The texture used, essentially as a heightmap, to define what shape and volume the appearance will take.
- Pattern Scale
- the UV scale of the Pattern map.
Lighting
- AO_Occlusion
- The strength at which a pseudo ambient occlusion is applied, applying darkness to the lowest layers of shells with a falloff towards the tips.
- AO_Pattern
- The strength at which a pseudo ambient occlusion will be applied, utilizing the pattern map.
- 0 is the weakest, 1 is the strongest.
- AO_Pattern_Darkness
- PBR_Metallic
- Metallic property of the material
- PBR_Roughness
- Roughness property of the material
- PBR_Specular
- Specular strength of the material
Static Switch parameters
- Adjust Pattern Curve
- enable tweaking of the pattern's strength on a curve, so it can be biased in either direction
- BaseColor_UseTextures
- enable/disable the use of a texture map to control color
- disabling this feature allows for the use of a color value instead of a texture map.
- Enable Growth Map
- enable/disable the use of a growth map
- Enable Tip Color
- enable/disable the root/tip color control with additional parameters
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