Skip to content

Latest commit

 

History

History
59 lines (35 loc) · 3.81 KB

File metadata and controls

59 lines (35 loc) · 3.81 KB
description
How to use a PBR material in Cyberpunk

Using a textured material

Summary

Published: Jun 29 2022 by manavortex
Last documented edit: Jun 29 by manavortex

This guide will teach you how to use a textured (also called PBR, which is a subtype of textured and will work) material in Cyberpunk. It is a part of . — if you are missing information, check the parent page.

Prerequisite

You have a CMaterialInstance that can use your textured material.

If you don't have one yet, follow the steps under ., or skip to #finding-example-material-configurations and copy the entire material.

The textures material

The default textured material in Cyberpunk can be found under

engine\materials\metal_base.remt

By setting it as the baseMaterial, you're telling your item to load anything you configure under the values array.

Which properties can I use?

{% hint style="info" %} metal_base's full properties are documented under textured-material-properties.md.
For a full list with explanations, see configuring-materials {% endhint %}

Some of the most common properties for metal_base are:

NameTypeDescription
BaseColorTextureThe base texture of your item
BaseColorScaleVector4 / ColorIf you re-select it after setting the name, Wolvenkit will show you a colour editor. This tint will be applied over your BaseColor for easy creation of variants!
MetalnessTextureHow metallic/shiny your material is
RoughnessTextureHow shiny/rough your material is
NormalTexturePath to your normal (bump) map texture
AlphaThresholdScalar (number)Transparency threshold. Only works if the material IsMasked
EmissiveTextureTexture for glow (with transparency andIsMasked or black/white, you can control which parts of the item glow)
EmissiveEVScalar (number)Brightness of the glow. 3 is a good neon lamp, 6 might cause loss of vision, 12 will kill vampires immediately
EmissiveColorColorWhat it says. This defaults to white.
LayerTileScalar (number)Seamless tiling factor

But I have a texture for...

Tough luck, this is the only textured shader we have. Time to get converting :)

Finding example material configurations

Search for metal_base in your asset browser:

engine\materials\metal_base.remt

Right-click on the entry, and select "find files using this". That will get you every base item with a textured material.

With what you now know, you can dig through their material instances and find example parameters.