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metaverseDubai/docs/MATERIAL_LIBRARY.md

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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]