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CAZ Material

Character Master Material Path

/Game/Characters/Materials/MasterMaterials/Common/M_Char_Standard_Master


Texture Format & Compression Settings

Master InstanceParameterSuffixExtensionChannelssRGBCompression
MI_char_standardRGB Mask Map_MPNGRGBDefault
Base Color Map_DTGARGBADefault
ARM Map_ARM or _ARMOPNG or TGARGB or RGBADefault
- Ambient OcclusionDefault
- RoughnessDefault
- MetallicDefault
- Opacity (if needed)Default
Normal Map_NPNGRGBDefault

MI_Char_Standard Parameters

MI_Char_Standard Preview
ParameterDescription
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.