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