samfred2 commited on
Commit
805fe11
·
verified ·
1 Parent(s): c5a19bc

[flow_default] Transcription for 002 Material Instances & Master Material.wav

Browse files
002 Material Instances & Master Material.json ADDED
@@ -0,0 +1,12 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "file": "002 Material Instances & Master Material.wav",
3
+ "transcription": {
4
+ "audio_file": "002%20Material%20Instances%20%26%20Master%20Material.wav",
5
+ "text": "Before we continue the last thing in the materials I want to explain are the material instances. So if you double click on one of the materials, maybe you have already done it, you can see here it doesn't take us to the normal material graph that we looked at in the previous video. You can see here it opens another window and you can view the material and you have also a lot of values that you can edit to the right. So this is a material instance and you can also see to the top right if you hold the mouse over it, it says material instance. And the previous material we created, this is only saying material and this is the master material. So if I want to create a material instance of this material. I can right click it and click material instance. So now I have a material instance and the usual naming convention is MI in the beginning. So now I know this is a master material and this is the material instance. If I click file and save all. Now you can see if I hold my mouse above this material, it says that the parent is Mcliff. So the parent of this one is this one. If I double click now the material instance, you can see it takes us to the same view. Now we can view the model and we have some parameters to the right that we can edit. So what is this used for? What are the use of this? So this method makes it very easy to work for you? so for example if you go inside of the Master material and in here you can right-click a texture and You can click to convert to parameter now it tells you to give it a name so I will call this base color I Will also do the same here for the normal map actually let's wait with it. I want to show you what happens. So if you click Save on this master material and you then go inside of the material instance that you created, you can now see that now you can see the base color that you have. So now this is the texture parameter that you created. And the cool thing about this is you can swap information. So if you click on this one and you actually want to use another texture, you can do it. For example, if I go inside of the military texture, this one, this is the base color and I add it, you can see it instantly changes the material. So if I want to change it again to something else, I can click and drag and change it instantly. So this is a cool thing. Material instances instantly update the look of the item. So for example, you can see here if I add my master material to this and if I do some edits in here, if I put the roughness to 1, you can see nothing happens instantly. So I have to save before something happens. And this will take a long time when we're working, and this is not really optimal. So a cool thing is you can create material instances of this master material, and you can then apply this material instance on top of the object, and this is where you control the look of your asset. So if you go inside of the material instance, you can then swap textures, for example, and this will be updated instantly as you saw before. Oops, if I grab the texture and I apply it, it will apply it instantly. So another cool thing is if you go inside of the master material, this is where we add more properties. So for example, I want to have a slider for this roughness. So I can right click it and click convert to parameter and I can call it roughness. Now if I click save, I can go back into my material instance once it's finished saving. And in here you can see I have now a roughness value I can edit. So now if I apply this material instance just to make sure that it's on my mesh, I can then edit the value. So if I write one, you can see it instantly changes the value. So this is pretty cool and this is very easy so you can you can instantly update the values instead of editing the value and then clicking save to see what happens. Here you can easily control the values and the look of your asset. And let's say you had multiple spheres, so if I close this and I hold Alt and drag with the move tool, I click Alt again and drag with the move tool and I duplicate this sphere. If I want multiple looks of this asset, I can right click again and click create material instance and I can double click this new instance I created and I can tick the base texture that we added the parameter for and then I add a random texture and click save and then I drag this material instance on top of this one you can see now the master material is the same but we have different material instances and we can have different looks for the for the cliff that we have the cliff material that we added. So if I right click again create material instance double click it take the base color or the yeah base color texture and I want to add this starfish texture on top of it and I am going to drag this material instance on top of this one. So now you can see I have different look for my asset even though it's the same asset but I have different material instances. So this is what material instances and master materials are. Usually you create a master material, you then right-click and create a material instance and if you are missing a value inside of the material instance for example you want to edit the normal map you then go into the master material and you convert it into a parameter you call it normal map for example and you save this you can then go inside of the material instance and you can see now you can edit the normal map and you can do this for all of the material instances that you have. And the cool thing was that you can edit the value here and it automatically or instantly edits the look of the asset live so you don't have to press save before it changes the look. So this is pretty cool and this is the easy way to work with the asset that you have in your scene. So if I delete all of those, we're not going to use it anyway, so I'm going to delete them. Then we can go back to the asset that we imported from Megascans, the Quixel Bridge, and you can see here it's already called MI, and this is because all of these are material instances. So it's already done this for you, and you can double click the material instance and you can see they have many many parameters that you can you can play with. So for example if I add this to this to the sphere I can for example change the albedo tint this is the the color of the mesh so for example if I click it and I want to change the color I can do this and if I want to change the saturation I can do this. I can change the saturation, I can change the brightness and put it down. I can change the contrast and so on. So this is pretty cool and you can update the look of the model live and I'm going ahead and clicking the arrow beside all of these so it's the normal values and let's go ahead to the next lesson",
6
+ "language": "en",
7
+ "duration": 510.66,
8
+ "timestamp": "2025-11-26T13:54:41.364522"
9
+ },
10
+ "timestamp": "2025-11-26T13:54:41.374249",
11
+ "processing_time_seconds": 88.49941730499268
12
+ }