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5: Materials Setup
- Materials In Aquaray Work Differently than Standard Unreal Engine Rendering
- Currently only Shading Models and Features present here Are Supported. More to come in the Future
- You can see examples of these Materials in The Sample Project
How to Get:
- Shading Model: Default Lit
- Blend Mode: Opaque
- Set Roughness to 1
- Set Metallic to 0
- Base Color
- Specular
- Emissive Color
- Normal
- World Position Offset
Supports: Direct Lighting, Ambient Occlusion
Raypath: Terminates when Hitting this Material
How to Get:
- Shading Model: Default Lit
- Blend Mode: Opaque
- Set Roughness to 0
- Set Metallic to 0
- Base Color
- Emissive Color
- Normal
- World Position Offset
Supports: Direct Lighting, Reflection, Glare
Raypath: Continues by Reflection
How to Get:
- Shading Model: Default Lit
- Blend Mode: Opaque
- Set Roughness to 0
- Set Metallic to 1
- Base Color
- Emissive Color
- Normal
- World Position Offset
Supports: Reflection, Glare
Raypath: Continues by Reflection
How to Get:
- Shading Model: Two Sided Foliage
- Blend Mode: Masked
- Base Color
- Emissive Color
- Opacity Mask
- Normal
- World Position Offset
Supports: Masked Opacity, Foliage-Specific Lighting
Remarks: You must disable Tangent Space Normal and Force a World-Space Normal (like 0,0,1 for grass) in The Material Graph to get Correct Lighting
Raypath: Terminates when Hitting this Material
How to Get:
- Shading Model: Default Lit
- Blend Mode: Translucent
- Refraction Method: Index of Refraction
- Base Color
- Emissive Color
- Normal
- World Position Offset
- IOR
Supports: Translucency, Absorption by Distance, Simplified Reflection, Glare
Remarks: Refraction is not Physicaly accurate as this Version of the renderer cant handle Total Internal Reflection
Raypath: Continues by Refraction when Hitting this Material
How to Get:
- Shading Model: Thin Translucent
- Blend Mode: Translucent
- Lighting Mode: Surface ForwardShading
- Base Color
- Emissive Color
- Normal (Reflections Only)
- World Position Offset
Supports: Translucency, Tint, Simplified Reflection, Glare
Remarks: Normal Maps in Refraction are not supported as the Refraction Pipeline is not Complete
Raypath: Continues by Incident Vector
How to Get:
- Shading Model: Subsurface (I cant use SingleLayerWater as it messes with the Material Pins)
- Blend Mode: Translucent
- Refraction Method: Index of Refraction
- Base Color
- Emissive Color
- Normal
- World Position Offset
- IOR
Supports: Translucency, Absorption by Distance, Simplified Refraction, Glare
Remarks: Refraction is not Physicaly accurate as this Version of the renderer cant handle Total Internal Reflection
Raypath: Continues by Reflection
How to Get:
- Shading Model: Default Lit
- Blend Mode: Additive (Translucent is already taken by a different Shading Model
- Lighting Mode: Surface TranslucencyVolume (at least)
- Base Color
- Emissive Color
- Opacity
- World Position Offset
Supports: Direct Lighting, Ambient Occlusion, Transparency
Remarks: Intended for special Effects, not too Optimized
Raypath: Continues by Incident Vector
How to Get:
- Shading Model: Unlit
- Emissive Color
- Opacity (to use, set Blend Mode to Translucent)
- World Position Offset
Supports: Unlit Lighting, Optional Transparency
Raypath: On Opaque: Terminates when Hitting this Material. On Transparent: Continues by Incident Vector