materials

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Chinese

Materials

材质

Production shading with material reuse. PBR-accurate or intentionally stylized. Minimal unique materials.
通过复用材质进行生产级着色。可实现准确 PBR 或刻意的风格化效果,同时尽量减少独立材质数量。

When to Use

适用场景

  • Look development after UVs
  • Procedural material creation
  • Master material library setup
  • Material variation from shared masters
  • Engine export material preparation
  • UVs 完成后的外观开发
  • 程序化材质创建
  • 主材质库搭建
  • 基于共享主材质创建材质变体
  • 引擎导出前的材质准备

Workflow

工作流

Master Materials → Instance Variations → Object Assignment
    → Vertex Color/Mask Setup → Validation → Export Prep
主材质 → 创建实例变体 → 分配至对象
    → 设置 Vertex Color/Mask → 验证 → 导出准备

Master Material Library

主材质库

Create reusable masters in
MAT_
prefix:
MasterBase Setup
MAT_Metal_BasePrincipled: Metallic 1, adjustable Roughness
MAT_Plastic_BasePrincipled: Metallic 0, Specular 0.5
MAT_Fabric_BasePrincipled + Sheen
MAT_Glass_BasePrincipled: Transmission 1, IOR 1.45
MAT_Emissive_BasePrincipled: Emission strength variable
MAT_Organic_BaseSubsurface scattering enabled
Instance variations: duplicate master, adjust parameters only.
使用
MAT_
前缀创建可复用的主材质:
主材质基础设置
MAT_Metal_BasePrincipled:Metallic 1,Roughness 可调
MAT_Plastic_BasePrincipled:Metallic 0,Specular 0.5
MAT_Fabric_BasePrincipled + Sheen
MAT_Glass_BasePrincipled:Transmission 1,IOR 1.45
MAT_Emissive_BasePrincipled:Emission strength 可变
MAT_Organic_Base启用 Subsurface scattering
实例变体:复制主材质,仅调整参数。

PBR Value Ranges

PBR 数值范围

MaterialMetallicRoughnessNotes
Polished metal1.00.1–0.3
Brushed metal1.00.4–0.6Anisotropic if available
Painted metal0.00.3–0.5Base color = paint
Plastic0.00.3–0.6
Rubber0.00.7–0.9
Concrete0.00.8–0.95
Wood (raw)0.00.5–0.7
Glass0.00.0Transmission 1
Skin0.00.4–0.6Subsurface 0.1–0.3
Fabric0.00.7–0.9Sheen
材质MetallicRoughness备注
抛光金属1.00.1–0.3
拉丝金属1.00.4–0.6如可用则使用 Anisotropic
喷漆金属0.00.3–0.5Base color = 油漆颜色
塑料0.00.3–0.6
橡胶0.00.7–0.9
混凝土0.00.8–0.95
木材(未经处理)0.00.5–0.7
玻璃0.00.0Transmission 1
皮肤0.00.4–0.6Subsurface 0.1–0.3
织物0.00.7–0.9Sheen

Procedural Material Patterns

程序化材质图案

Wear mask: Noise → ColorRamp → Lerp between clean/worn Edge wear: Bevel node → Pointiness or Ambient Occlusion Dirt accumulation: AO inverted → multiply with dirt color Rust: Noise mask on metal → orange/brown color override
磨损遮罩: Noise → ColorRamp → 在干净与磨损状态之间 Lerp 边缘磨损: Bevel node → Pointiness 或 Ambient Occlusion 污垢堆积: 反转 AO → 与污垢颜色相乘 锈迹: 金属上的 Noise mask → 覆盖为橙褐色

Material Count Budget

材质数量预算

Asset TypeMax Materials
Hero prop3–5
Standard prop1–2
Modular piece1 (atlas)
Character3–8 (body, cloth, eyes, hair)
Environment module1–2
资产类型最大材质数量
Hero prop3–5
Standard prop1–2
Modular piece1(atlas)
Character3–8(身体、衣物、眼睛、头发)
Environment module1–2

Vertex Color Usage

Vertex Color 使用方式

  • RGB: variation masks (wear, moss, color variation)
  • R: wear amount, G: dirt, B: wetness
  • Document channel usage in material notes
  • RGB:变化遮罩(磨损、苔藓、颜色变化)
  • R:磨损程度,G:污垢,B:湿润度
  • 在材质备注中记录通道用途

Stylized Materials

风格化材质

See stylized-style skill. Key differences:
  • Flatten roughness range
  • Hand-painted base color priority
  • Rim light via Fresnel mix
  • NPR toon shaders if project requires
参见 stylized-style skill。主要差异:
  • 缩小 Roughness 变化范围
  • 优先使用手绘 Base color
  • 通过 Fresnel mix 实现轮廓光
  • 如项目需要,使用 NPR toon shaders

MCP Integration

MCP 集成

  1. Create material slots via MCP
  2. Assign materials to objects via MCP
  3. Set principled BSDF parameters via MCP
  4. Query material count per scene
  5. Verify material names follow convention
  1. 通过 MCP 创建材质槽
  2. 通过 MCP 将材质分配至对象
  3. 通过 MCP 设置 Principled BSDF 参数
  4. 查询每个场景的材质数量
  5. 验证材质命名是否符合规范

Constraints

约束

MUST DO

必须执行

  • Reuse master materials; instance variations
  • Name materials
    MAT_[Surface]_[Descriptor]
  • Match PBR values to style skill direction
  • Limit material count per asset budget
  • Test materials in target lighting setup
  • 复用主材质,并基于其创建实例变体
  • 将材质命名为
    MAT_[Surface]_[Descriptor]
  • 根据 style skill 的方向匹配 PBR 数值
  • 遵守每个资产的材质数量预算
  • 在目标光照设置中测试材质

MUST NOT DO

禁止执行

  • Unique material per object (unless hero)
  • PBR values outside physically plausible range (realistic style)
  • Skip vertex color masks for variation
  • Leave default material names
  • Finalize materials before UVs complete
  • 为每个对象创建独立材质(Hero 资产除外)
  • 在写实风格中使用超出物理合理范围的 PBR 数值
  • 为变化效果省略 Vertex Color 遮罩
  • 保留默认材质名称
  • 在 UVs 完成前最终确定材质

Reference Guide

参考指南

TopicReferenceLoad When
Surface recipes
references/surface-recipes.md
Specific materials
Procedural nodes
references/procedural-patterns.md
Wear, dirt, variation
主题参考文件加载时机
表面材质配方
references/surface-recipes.md
创建特定材质时
程序化节点
references/procedural-patterns.md
处理磨损、污垢和变化时