224 Game Development and Simulation with Unreal Technology
steel texture. Using a tile mask, we could augment the material to look much
more sophisticated as shown in Fig ure 4.71(b). So how exactly did we achieve
the look in Figure 4.71(b)?
A closer in spection of a texture from th e Starter Contents called
T_Tech_Hex_Tile_M (Fig ure 4.72) reveals a very interesting pattern. We
can use these pa tterns as masks to achieve ou r desired look on the ma te rial.
(a) (b) (c)
FIGURE 4.72: (a) The Red Channel. (b) The Green Channel. (c) The Blue Channel.
Multiplying the red channel of the T _ Tech_Hex_Tile_M texture (shown
in Figure 4.72(a)) with any color (or texture) w ill result in a hexagonal tiled
pattern. Each hexagonal tile will have a brighter version of the multiplied color
(or texture) and the boundaries between tiles a darker color.
The green channel of the T_Tech_Hex_Tile_M texture (shown in Fig-
ure 4.72(b)) matches the hexagonal pattern, with each hexagon represen te d with
the black color, and the areas between hexagons with a white color. Using this
channel as a selector (or switch) between a metallic/no n-metallic and between
rough/glossy features will re sult in the desired look of our materials.
We wanted the tiles to be non-metallic while the grout to have a metallic look.
To achieve this effect, we used two linear interpolation (Lerp) expressions. We
connected the green channel of our mast texture to the Alpha channel of the
Lerp expressions to interp olate between the values of 0 and 1 for the Metallic
and Roughness channels of our material.
CREATING TH E BASE MATERIAL’S NORMAL NETWORK
To give some three-dimensionality to our material, w e are using the normal chan-
nel. We have two normal textures to use for this material. The base ma te rial is
of steel. Therefore, we used a normal map for a steel material to give the overall
look of the small p ores you would usually see on steel. We also have the mate-
rial sectioned into hexagonal tiles. We used the normal map associated with the
hexagonal tiles to create the 3D feel of our tiled material. We combined these
two textures by simply adding them to each other.