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# Material Library - Dubai Metaverse
## Overview
This document catalogs all materials in the Dubai Metaverse project, organized by category and usage.
## Material Organization
### Folder Structure
```
Content/Assets/Materials/
├── M_BuildingLibrary/
│ ├── M_Building_Glass_4K
│ ├── M_Building_Concrete_4K
│ ├── M_Building_Metal_4K
│ └── MI_* (Material Instances)
├── M_HeroLandmark/
│ ├── M_Hero_CayanTower_Glass_8K
│ ├── M_Hero_CayanTower_Chrome_8K
│ └── MI_* (Material Instances)
├── M_Water/
│ ├── M_Water_Marina
│ └── M_Water_Foam
└── MFX/
├── MFX_HeatHaze
├── MFX_Fingerprint
└── MFX_Weathering
```
---
## Building Materials
### Glass Materials
#### M_Building_Glass_4K
- **Type**: Opaque/Translucent
- **Usage**: Building windows, facades
- **Properties**:
- Reflectivity: 0.7-0.9
- Roughness: 0.05-0.1
- Tint: Slight cool blue/green
- **Texture Resolution**: 4K
- **Instances**:
- `MI_Building_Glass_Blue`
- `MI_Building_Glass_Clear`
#### M_Hero_CayanTower_Glass_8K
- **Type**: Translucent
- **Usage**: Cayan Tower facade
- **Properties**:
- Reflectivity: 0.8-0.95
- Roughness: 0.05-0.1
- Tint: Cool blue/green
- **Texture Resolution**: 8K (UDIM)
- **Special**: Hero asset material
---
### Concrete Materials
#### M_Building_Concrete_4K
- **Type**: Opaque
- **Usage**: Building structures, facades
- **Properties**:
- Reflectivity: 0.1-0.2
- Roughness: 0.4-0.6
- Color: Neutral gray
- **Texture Resolution**: 4K
- **Variations**:
- Smooth concrete
- Textured concrete
- Weathered concrete
---
### Metal Materials
#### M_Building_Metal_4K
- **Type**: Opaque, Metallic
- **Usage**: Metal facades, structural elements
- **Properties**:
- Reflectivity: 0.5-0.8
- Roughness: 0.1-0.3
- Metallic: 1.0
- **Texture Resolution**: 4K
- **Variations**:
- Stainless steel
- Aluminum
- Brushed metal
#### M_Hero_CayanTower_Chrome_8K
- **Type**: Opaque, Highly Metallic
- **Usage**: Cayan Tower structural elements
- **Properties**:
- Reflectivity: 0.9-1.0
- Roughness: 0.01-0.05
- Metallic: 1.0
- **Texture Resolution**: 8K (UDIM)
- **Special**: Hero asset material
---
## Water Materials
### M_Water_Marina
- **Type**: Translucent
- **Usage**: Marina water
- **Properties**:
- Reflectivity: High
- Roughness: Low (smooth surface)
- Color: Slight blue/green tint
- Animated: Wave animation
- **Features**:
- Reflections
- Caustics (light refraction)
- Wave animation
- Foam at edges
### M_Water_Foam
- **Type**: Opaque
- **Usage**: Water foam, edges
- **Properties**:
- Emissive: Slight
- Roughness: High
- Color: White/light blue
- **Usage**: Applied as decal or separate mesh
---
## Effect Materials
### MFX_HeatHaze
- **Type**: Post-process effect
- **Usage**: Heat distortion above hot surfaces
- **Properties**:
- Distortion intensity
- Distance-based falloff
- Subtle effect
- **Application**: Material function or post-process
### MFX_Fingerprint
- **Type**: Decal material
- **Usage**: Surface smudges, fingerprints on glass
- **Properties**:
- Opacity: Low
- Roughness: Slight increase
- **Application**: Decal on glass surfaces
### MFX_Weathering
- **Type**: Decal material
- **Usage**: Cracks, wear, weathering
- **Properties**:
- Opacity: Variable
- Color: Darker than base
- **Application**: Decals on buildings, surfaces
---
## Material Instances
### Purpose
Material instances allow variation without duplicating base materials, improving performance and maintainability.
### Naming Convention
- **Format**: `MI_BaseMaterial_Variant`
- **Examples**:
- `MI_Building_Glass_Blue`
- `MI_Building_Concrete_Dirty`
- `MI_Building_Metal_Brushed`
### Common Variations
#### Glass Variations
- `MI_Building_Glass_Blue` - Blue tint
- `MI_Building_Glass_Clear` - Clear
- `MI_Building_Glass_Tinted` - Dark tint
#### Concrete Variations
- `MI_Building_Concrete_Smooth` - Smooth finish
- `MI_Building_Concrete_Textured` - Textured
- `MI_Building_Concrete_Weathered` - Weathered
#### Metal Variations
- `MI_Building_Metal_Stainless` - Stainless steel
- `MI_Building_Metal_Aluminum` - Aluminum
- `MI_Building_Metal_Brushed` - Brushed finish
---
## Material Usage Guidelines
### When to Use Shared Materials
- **Same Material Type**: Buildings with same material type
- **Performance**: Reduce material count
- **Consistency**: Maintain visual consistency
### When to Create Unique Materials
- **Hero Assets**: Unique materials for hero assets
- **Special Effects**: Special effect materials
- **Unique Requirements**: Materials with unique requirements
### Material Instance Best Practices
1. **Use Instances**: Use instances for variations
2. **Expose Parameters**: Expose parameters for flexibility
3. **Document**: Document material usage
4. **Organize**: Organize instances logically
---
## Texture Requirements
### Resolution Standards
- **Hero Assets**: 8K (8192x8192) - UDIM workflow
- **Primary Buildings**: 4K (4096x4096)
- **Background**: 2K (2048x2048)
### Texture Sets
All materials require:
- Base Color
- Normal
- Roughness
- Metallic
- AO (Ambient Occlusion)
Optional:
- Emissive (for neon, lights)
- Height (for parallax/displacement)
---
## Performance Considerations
### Material Complexity
- **Shader Complexity**: Minimize shader instructions
- **Texture Sampling**: Optimize texture sampling
- **Parameters**: Limit exposed parameters
### Optimization
- **Shared Materials**: Use shared materials
- **Instances**: Use material instances
- **Texture Streaming**: Enable texture streaming
- **Virtual Textures**: Use for large textures (optional)
---
## Material Catalog
### Building Materials
| Material Name | Type | Resolution | Usage |
|---------------|------|------------|-------|
| M_Building_Glass_4K | Glass | 4K | Primary buildings |
| M_Building_Concrete_4K | Concrete | 4K | Primary buildings |
| M_Building_Metal_4K | Metal | 4K | Primary buildings |
| M_Hero_CayanTower_Glass_8K | Glass | 8K | Hero asset |
| M_Hero_CayanTower_Chrome_8K | Metal | 8K | Hero asset |
### Water Materials
| Material Name | Type | Usage |
|---------------|------|-------|
| M_Water_Marina | Water | Marina water |
| M_Water_Foam | Foam | Water foam |
### Effect Materials
| Material Name | Type | Usage |
|---------------|------|-------|
| MFX_HeatHaze | Effect | Heat distortion |
| MFX_Fingerprint | Decal | Surface smudges |
| MFX_Weathering | Decal | Weathering effects |
---
## Material Creation Workflow
1. **Create Base Material**: Create material with textures
2. **Configure Properties**: Set material properties
3. **Expose Parameters**: Expose parameters for instances
4. **Test**: Test material in level
5. **Create Instances**: Create material instances for variations
6. **Document**: Document material usage
---
## Troubleshooting
### Common Issues
**Issue**: Material too shiny/rough
- **Solution**: Adjust roughness values
- **Solution**: Check metallic values
**Issue**: Material not displaying correctly
- **Solution**: Check texture assignment
- **Solution**: Verify sRGB settings
**Issue**: Performance issues
- **Solution**: Optimize shader complexity
- **Solution**: Use material instances
- **Solution**: Enable texture streaming
---
**Version**: 1.0
**Last Updated**: [Current Date]