The parameters section is where you make all of your material changes. Diffuse maps, normal controls and frequencies, ambient occlusion, and light cancelation are all handled from here.
- [Instructor] The parameter section…in the bitmap-to-material UI is…where most of us would say that the cool stuff happens.…And as mentioned in the previous video,…it is good to keep in mind that…the vast majority of the options that we have here…can also be found in exactly the same order…in your DCC application of choice.…And so with that in mind, then,…let's go ahead and take a look at what we have.…This section of the UI is actually broken into…a number of rollouts that can be either expanded…or collapsed in order to both reveal…and hide the options found there.…
Each rollout houses controls that affect…a specific area of the material.…So, for example, just looking down the list here,…we have Diffuse, Roughness, Ambience Occlusion, and so on.…If we expand some of these, we quickly notice…that the majority of the options are slider-based,…making it really easy for us to both adjust…and preview our results very quickly indeed.…Determining whether we are making things better…or making them worse becomes a simple matter…
- Bitmap2Material UI
- Exploring the parameters area
- Bitmap2Material Lite
- Loading Bitmap2Material
- Adjusting output size
- Changing the colors in an input bitmap
- Using the low, mid, and high frequency controls
- Setting the Roughness Value
- Setting the AO balance
- Loading your maps into Unreal Engine
Skill Level Intermediate
1. The Bitmap2Material UI
2. Bitmap2Material in Substance Designer
3. The Global Controls
4. Fixing the Base Color Map
5. Using the Relief Controls
6. Building a Roughness Map
Setting the Roughness Value2m 18s
7. Generating Ambient Occlusion
8. Saving and Testing Your B2M Texture
What's next?1m 43s
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