Using a textured material

How to use a PBR material in Cyberpunk

Summary

Published: Jun 29 2022 by manavortex Last documented edit: Jun 29 by manavortex

This guide will teach you how to use a textured (PBR) material in Cyberpunk. It is a part of Changing materials, colors and textures — if you are missing information, check the parent page.

Prerequisite

You have a CMaterialInstance that can use your textured material.

If you don't have one yet, follow the steps under Changing materials, colors and textures, or skip to Finding example material configurations and copy the entire material.

The PBR material

The default textured material in Cyberpunk can be found under

engine\materials\metal_base.remt

By setting it as the baseMaterial, you're telling your item to load anything you configure under the values array.

Which properties can I use?

metal_base's full properties are documented under Textured (PBR) material properties. For a full list with explanations, see Material properties

Some of the most common properties for metal_base are:

NameTypeDescription

BaseColor

Texture

The base texture of your item

BaseColorScale

Vector4 / Color

If you re-select it after setting the name, Wolvenkit will show you a colour editor. This tint will be applied over your BaseColor for easy creation of variants!

Metalness

Texture

How metallic/shiny your material is

Roughness

Texture

How shiny/rough your material is

Normal

Texture

Path to your normal (bump) map texture

AlphaThreshold

Scalar (number)

Transparency threshold. Only works if the material IsMasked

Emissive

Texture

Texture for glow (with transparency andIsMasked or black/white, you can control which parts of the item glow)

EmissiveUV

Scalar (number)

Brightness of the glow. 3 is a good neon lamp, 6 might cause loss of vision, 12 will kill vampires immediately

EmissiveColor

Color

What it says. This defaults to white.

LayerTile

Scalar (number)

Seamless tiling factor

Finding example material configurations

Search for metal_base in your asset browser:

engine\materials\metal_base.remt

Right-click on the entry, and select "find files using this". That will get you every base item with a textured material.

With what you now know, you can dig through their material instances and find example parameters.

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