The master material focuses on the key requirements that are generally needed in most PBR workflows. An additional built-in capability includes the ability to switch layered PBR maps for Ambient Occlusion / Metal and Roughness as different RGB layers. An example need for this relates to a large set of assets available through the epic marketplace pack Metal, Roughness and Ambient Occlusion as different channels, this material allows for in place switching of channels to be used to make the standard workflows easier.
Capabilities exposed by this master material include the following as key features:
- MRAO -> ORM -> RMA
- Enables use of multiple packed channel maps.
- Metal override
- Roughness override
- Detail Normals & Independent scaling of detail normal UV’s
- BaseColor, (Channel Map – Example MRO), Normals
- BaseColor Tinting
- AO Override & AO Intensity
- Generic randomization of UV’s per instance
Each of the key capabilities which are called out above provides flexibility and extensibility for all objects, one ideal feature that is extremely useful is the “UVRandomness” which allows individual instances of an object to automatically shift it’s UV slightly to remove UV tiling looks that breaks the immersion. Additional capabilities that are exposed include the ability to rotate the UV which is especially useful if you are using textures from places like gametextures.com allowing you to quickly rotate and fit a texture on an object without having to manually map the texture to the object’s UV.