Changing the colors in an input bitmap gives you the ability to exercise a certain level of artistic control over the final materials. Whether you want to create an unrealistic, or even hyperrealistic texture, these controls give you what you need.
- [Narrator] When working with our import bitmaps, we will probably find that from time to time we need to alter either the hue, saturation or luminosity of them in order to get either a better result or perhaps a more pleasing artistic result. Now although the names of these controls are pretty straightforward, it makes sense for us to take a quick look at how they will affect the map that we're using here as we move forward. Indeed, the first control that we find sitting inside the base color settings is luminosity.
Now it is worth remembering here that using this option will have an effect not just on the brightness of colors in the final material, but also on other aspects of the material as well, such as any specular component that may be indicated in the map, for instance. As we raise the values here, we can see that we do indeed brighten the map. And of course, if we push too far, we can create maps that look a little washed out. Now from an artistic point of view, this may be something that we find we need to do.
So for example, if this map was captured in low light, and so was a little on the dark side, we may need to push the luminance value beyond what would be normal for a well-exposed image. We would do this in order to get something that works. Keeping an eye out so as to not push things too far here will of course be very important. Negative values will naturally do the opposite and start to suck luminosity out of our images. In this particular case, the levels in our map are pretty good, and so we can leave this set at a value of zero.
Our next control is brilliant for exercising artistic control over a map. This being the hue shift option, which as its name suggests, will keep all of the variation and value difference in the existing colors while shifting the actual hues or perceived colors around. Applying such a change will of course also affect other areas of the material we are creating, as noted with our luminosity control. As we drag the spinner up here, you can see that the areas of our map that have color in them do start to change or shift, whereas the gray scale areas remain relatively unchanged.
This can be fantastic if we wanted to, say, create a blue, alien-looking moss from this map. As we don't want to create a blue alien-looking moss, in this case we can leave this set at the default of 0.5. Next comes saturation, a control that can help us keep our maps in check, and ensure that they do not break believability when it comes to rendering our final materials. Colors can of course be used to invoke a mood or feeling in a scene, as well as to draw the viewer's eye to materials in maps that the creator may want them to notice.
And being able to shift the saturation of a material can be a key to doing that. As we drag the slider down here, we essentially suck color out of the image, which again can help us tone down distracting colors in a bitmap, or even be used as a temporary switch in order to have us focus on other areas of the material, such as the normals or roughness. Higher values allow us to add more saturation to an image, which can be great for adding color back into a material if we didn't quite capture enough in our initial shoot, but also can be used to help create the kind of hyper real and/or stylized materials that can work so well in games and VFX.
In the case of our moss, I'm thinking that it is currently a little too green for what I want. And so let's dial the saturation down to a value of around about 0.4. The three controls that we have looked at here can be considered essential to the process of getting good-looking maps out of the B2M application and so should not be rushed at all.
- 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