# 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]