materials
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ChineseMaterials
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 prefix:
MAT_| Master | Base Setup |
|---|---|
| MAT_Metal_Base | Principled: Metallic 1, adjustable Roughness |
| MAT_Plastic_Base | Principled: Metallic 0, Specular 0.5 |
| MAT_Fabric_Base | Principled + Sheen |
| MAT_Glass_Base | Principled: Transmission 1, IOR 1.45 |
| MAT_Emissive_Base | Principled: Emission strength variable |
| MAT_Organic_Base | Subsurface scattering enabled |
Instance variations: duplicate master, adjust parameters only.
使用 前缀创建可复用的主材质:
MAT_| 主材质 | 基础设置 |
|---|---|
| MAT_Metal_Base | Principled:Metallic 1,Roughness 可调 |
| MAT_Plastic_Base | Principled:Metallic 0,Specular 0.5 |
| MAT_Fabric_Base | Principled + Sheen |
| MAT_Glass_Base | Principled:Transmission 1,IOR 1.45 |
| MAT_Emissive_Base | Principled: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
| Material | Metallic | Roughness | Notes |
|---|---|---|---|
| Polished metal | 1.0 | 0.1–0.3 | |
| Brushed metal | 1.0 | 0.4–0.6 | Anisotropic if available |
| Painted metal | 0.0 | 0.3–0.5 | Base color = paint |
| Plastic | 0.0 | 0.3–0.6 | |
| Rubber | 0.0 | 0.7–0.9 | |
| Concrete | 0.0 | 0.8–0.95 | |
| Wood (raw) | 0.0 | 0.5–0.7 | |
| Glass | 0.0 | 0.0 | Transmission 1 |
| Skin | 0.0 | 0.4–0.6 | Subsurface 0.1–0.3 |
| Fabric | 0.0 | 0.7–0.9 | Sheen |
| 材质 | Metallic | Roughness | 备注 |
|---|---|---|---|
| 抛光金属 | 1.0 | 0.1–0.3 | |
| 拉丝金属 | 1.0 | 0.4–0.6 | 如可用则使用 Anisotropic |
| 喷漆金属 | 0.0 | 0.3–0.5 | Base color = 油漆颜色 |
| 塑料 | 0.0 | 0.3–0.6 | |
| 橡胶 | 0.0 | 0.7–0.9 | |
| 混凝土 | 0.0 | 0.8–0.95 | |
| 木材(未经处理) | 0.0 | 0.5–0.7 | |
| 玻璃 | 0.0 | 0.0 | Transmission 1 |
| 皮肤 | 0.0 | 0.4–0.6 | Subsurface 0.1–0.3 |
| 织物 | 0.0 | 0.7–0.9 | Sheen |
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 Type | Max Materials |
|---|---|
| Hero prop | 3–5 |
| Standard prop | 1–2 |
| Modular piece | 1 (atlas) |
| Character | 3–8 (body, cloth, eyes, hair) |
| Environment module | 1–2 |
| 资产类型 | 最大材质数量 |
|---|---|
| Hero prop | 3–5 |
| Standard prop | 1–2 |
| Modular piece | 1(atlas) |
| Character | 3–8(身体、衣物、眼睛、头发) |
| Environment module | 1–2 |
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
- Create material slots via MCP
- Assign materials to objects via MCP
- Set principled BSDF parameters via MCP
- Query material count per scene
- Verify material names follow convention
- 通过 MCP 创建材质槽
- 通过 MCP 将材质分配至对象
- 通过 MCP 设置 Principled BSDF 参数
- 查询每个场景的材质数量
- 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
| Topic | Reference | Load When |
|---|---|---|
| Surface recipes | | Specific materials |
| Procedural nodes | | Wear, dirt, variation |
| 主题 | 参考文件 | 加载时机 |
|---|---|---|
| 表面材质配方 | | 创建特定材质时 |
| 程序化节点 | | 处理磨损、污垢和变化时 |