7.2 KiB
7.2 KiB
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_BlueMI_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_BlueMI_Building_Concrete_DirtyMI_Building_Metal_Brushed
Common Variations
Glass Variations
MI_Building_Glass_Blue- Blue tintMI_Building_Glass_Clear- ClearMI_Building_Glass_Tinted- Dark tint
Concrete Variations
MI_Building_Concrete_Smooth- Smooth finishMI_Building_Concrete_Textured- TexturedMI_Building_Concrete_Weathered- Weathered
Metal Variations
MI_Building_Metal_Stainless- Stainless steelMI_Building_Metal_Aluminum- AluminumMI_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
- Use Instances: Use instances for variations
- Expose Parameters: Expose parameters for flexibility
- Document: Document material usage
- 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
- Create Base Material: Create material with textures
- Configure Properties: Set material properties
- Expose Parameters: Expose parameters for instances
- Test: Test material in level
- Create Instances: Create material instances for variations
- 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]