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Create default material library

Open Pandelii opened this issue 5 years ago • 4 comments

Create a default base level material library for creators based on true-to-life material properties.

Colored Plastic

  • opaque translucent, translite
  • opaque non translucent
  • transparent

Metal. New and worn variants

  • chrome
  • brushed aluminum
  • nickel
  • bronze
  • copper
  • gold
  • silver

Wood - identify common types used in tables. High gloss/low gloss plus worn variants.

  • Birch polished

Glass

  • High opacity, low IOR
  • Thick glass, high IOR
  • Bubble glass
  • solid glass
  • frosted glass

Paper Paint gloss Paint semi-gloss Paint rough

Rubber

Special

  • panners
  • cyclers
  • holographic
  • fake depth
  • fake refraction
  • volumetric
  • gem
  • internal illumination

Please feel free to suggest any I've missed.

Pandelii avatar Oct 17 '20 01:10 Pandelii

Looking forward to this!

freezy avatar Oct 17 '20 08:10 freezy

Please feel free to assign this to me btw. Also, I'm adding a companion task for this to simplify things for creators.

Pandelii avatar Oct 19 '20 16:10 Pandelii

Done!

Just to be clear, the materials you're going to work on will be fully HDRP based, right? If so, I'd like to have your thoughts on:

  1. other render pipelines
  2. converting back to VPX materials

It's not a priority, and 2. is probably irrelevant, but I'm wondering whether you were talking about delivering assets or some kind of intelligent setup that adapts depending on the RP (and its settings).

freezy avatar Oct 19 '20 19:10 freezy

These are HDRP based, but the standard shader appears to have more interoperability between URP and Built-in. The only thing that is HDRP specific is a few flags afaik. So I can transfer them manually over to the other pipelines pretty quick assuming it doesn't have an automatic method in place. Unfortunately they are material assets, 20 some and counting so far. Though automating swap over would be simple enough since the majority of it is the same.

Unfortunately the most intelligent solution to automatic conversion for these to and from VPX will be token matching. For example, if the input has the tokens plastic and red, we match that to the red plastic translucent. We can probably make a table for matching them same for converting back to VPX. Though, going backwards is less feasible short of that same token match setup or whipping up a full baking solution (probably doable with houdini, but beyond the scope for the short term I think).

Pandelii avatar Oct 20 '20 02:10 Pandelii