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Author Topic: properly creating valorant materials in UE, especially MRAE texture, & is animat  (Read 1079 times)
devmail
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properly creating valorant materials in UE, especially MRAE texture, & is animat
« on: March 11, 2024, 18:18 »

what's the proper usage of the MRAE texture, on here, on reddit and on UE forums I've seen different interpretations for which channels correspond to which, & whether or not green holds two channels, is that still the case, and how to properly do it if so, I used a mul *2 then clamp [0,.5] to remap the lower half for AO, & a min .5 then mul *2 to remap the upper half for emission but it doesn't quite look right

also is exporting the animations broken using umodel? & is there any idea if Fmodel works then for animations?
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spiritovod
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Re: properly creating valorant materials in UE, especially MRAE texture, & is animat
« Reply #1 on: March 11, 2024, 19:50 »

@devmail: You can check game topic for specific umodel build, which works with animations (except for additive ones, which are not supported by umodel in general) and discussion about textures layout, which will be right below linked post.
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devmail
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Re: properly creating valorant materials in UE, especially MRAE texture, & is animat
« Reply #2 on: March 11, 2024, 23:37 »

I came across that thread too, but it just confused me, I'm not familiar with blender, so maybe this is why, but in unreal, I just did this, took the green channel, multiplied it by two, now the first half is mapped to 0:1 & second half is mapped to 1:2, ,clamped it using clamp to 0:1 for the Ambient occlusion, and subtracted 1 in another path then clamped for the emission values, but the demo blender material nodes looks overly complicated in comparison using ifs and what not, so I'm not sure if what I'm doing is right or wrong, also the post in question doesn't say if the .5 value should be inclusive in the lower half or upper half, if it's part of emissions or AO, there's also the remap or remapvaluerange nodes in the material editor, which could be used instead of any of the above, but they all produce slightly different values "checked using an if node", which is right or wrong?
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spiritovod
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Re: properly creating valorant materials in UE, especially MRAE texture, & is animat
« Reply #3 on: March 12, 2024, 06:37 »

@devmail: It's better to address such questions to some modding communities (preferably game specific) rather than here. People may provide explanations, like in the mentioned post, but it doesn't mean that it contains definitive answer - rather a general approach, and result can be different depending on software specifics (in blender or UE editor), especially in complex cases.
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