CAZ Material¶
Character Master Material Path
/Game/Characters/Materials/MasterMaterials/Common/M_Char_Standard_Master
Texture Format & Compression Settings
Master Instance | Parameter | Suffix | Extension | Channels | sRGB | Compression |
---|---|---|---|---|---|---|
MI_char_standard |
RGB Mask Map | _M |
PNG | RGB | ❌ | Default |
Base Color Map | _D |
TGA | RGBA | ✅ | Default | |
ARM Map | _ARM or _ARMO |
PNG or TGA | RGB or RGBA | ❌ | Default | |
- Ambient Occlusion | ❌ | Default | ||||
- Roughness | ❌ | Default | ||||
- Metallic | ❌ | Default | ||||
- Opacity (if needed) | ❌ | Default | ||||
Normal Map | _N |
PNG | RGB | ❌ | Default |
MI_Char_Standard Parameters
Parameter | Description |
---|---|
RGB Mask Map | • A mask map for color variation. • Uses RGB channels to define 3 regions. |
Base Color Map | • Base color texture. • Alpha channel stores a grayscale base, blended with Custom(R/G/B). • Default grayscale brightness is around 0.65. |
Custom Color Intensity | • Controls whether to use RGB mask-based custom color. 0: Use base color only 1: Use custom color |
Custom(R/G/B) | • Assigns color to each region of the RGB mask. |
Fuzz Area | • Defines the fuzz region using RGB mask. 0: None 1: R 2: G 3: B 4: R,G |
Fuzz CoreDarkness | • Darkness at the center of the fuzz. |
Fuzz Power | • Strength of the fuzz effect. |
Fuzz EdgeBrightness | • Brightness of the fuzz edge. |
ARM Map | • R: Ambient Occlusion • G: Roughness • B: Metallic • A: Opacity (if needed) |
Normal Map | • Normal map texture. |
Boots | • Parameter option for long boots (applies to pants only). • See details below. |
Emissive Power | • Intensity of emissive output. |
Enable Emissive(R/G/B) | • When set to 1, the corresponding RGB mask area becomes emissive. |
Fresnel | • Enables fresnel highlight for emissive. 0: Off 1: On |
ExponentIn | • Controls the fresnel intensity range. |
BaseReflectFractionIn | • Controls the overall fresnel reflection effect. |