# Documentation

## <mark style="color:blue;">**Materials**</mark>

### **MM\_Basic\_PBR**

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{% hint style="info" %}
Main material used for every prop in the pack.
{% endhint %}

When creating an instance we have the following parameters:<br>

<div align="center"><figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2Freiq5hB3TGglrG6T5gSn%2F1.png?alt=media" alt=""><figcaption><p>Base Color map<br>Normal map<br>ORM has 3 maps in 1 to optimize project files.<br>O - Ambient Occlusion<br>R - Roughness<br>M - Metallic</p></figcaption></figure></div>

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UV Parameters to change offsets/Scale

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Option to add a secondary material on top of our main one to add specific changes to the prop, like a more worn aspect.

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* Simple Dust option with contrast/Scale with masking, can be used to add snow onto props or others
* Map intensity parameters to adjust simple things without having to reimport
* Color tint option to adjust color map
* Emission map in case its needed we check the box
* Opacity map in case its needed we check the box
* PDO Adds a PDO value to our scalar parameters to blend obecjts better with the floor/props around them, creates an opacity dither to make pixels disappear when touching our other objects, like landscape

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FERq7xEfDIy6RdPvRQORP%2F5.png?alt=media" alt=""><figcaption></figcaption></figure>

Wind enables the option to make props move like cloth through vertex offset, just add speeds and tweak contrast/intensity values.

### **MM\_Glass**

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Simple glass that has color/refraction and roughness values for us to tweak and achieve a good look with masks.

### **MM\_LocalDust**

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Works with our NS\_LocalDust to create a simple particle dust behaviour moving.\
Can change the speed/intensity and colors.

### **MM\_BlendMask**

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Creates a simple triplanar material with the option to add another triplanar material on top and blend them with masks

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FVy8IDQp375cbjPE5mPy7%2F9.png?alt=media" alt=""><figcaption></figcaption></figure>

We can change the material maps, UV scaling, normal intensity, roughness intensities, color tints, masks and contrast/intensity of those masks.

### **MM\_Road**

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Our material has simple albedo/normal tweaks and the option to use PDO to blend it with the landscape.

### **MM\_SharpenFilter**

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Adds a sharpen filter to the whole project if we add it to our postprocess materials and give it a value.

***

## <mark style="color:blue;">**Blueprints**</mark>

![](https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2Fsat6bcM4hZmnOtkub0cZ%2F13.png?alt=media)

The majority of our blueprint are merged meshes to create interesting prop positions, useful blueprints are:

### **BP\_Godray**

When thrown in the scene we have a simple 2 planes ray card that has values to change color/intensities and contrast to those planes, they act as rays of light.

### **BP\_SplineDeform / BP\_SplineNoDeform**

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It lets us have a mesh following a spline, first BP adds a deform to the meshes to follow the path straight, the second BP doesn’t deform our mesh but still follows the path.\
Visualize it on L\_Showcase.<br>

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FuEG8PZugrZgDk1dJUcNE%2F15.png?alt=media" alt=""><figcaption></figcaption></figure>

### **BP\_SplineTool\_Wires**

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Throw two dots in the scene, select one of them and add a connector, a wire will appear connecting both of them.\
![](https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FhndxJb5V0HIkH4Pxzrla%2F17.png?alt=media)

For rendering purposes we should use an engine warm-up frame in the anti-aliasing tab of minimum 600 frames to have our wires in the correct position, if not they will be bouncing because of gravity.

***

## <mark style="color:blue;">**Particles**</mark><br>

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* NS\_Birds makes birds spawn from one point in one direction
* NS\_LocalDust adds simple dust in one area, can scale it if needed
* P\_Fire is used for candles and has a bigger area light
* P\_Fire\_Barrel is used for barrels with better optimization and less intensity

## <mark style="color:blue;">**Useful information.**</mark>

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We have a level instance in L\_Overview, our demo level, at the bottom right we can change the light of the whole level to make it day/night just by selecting the correct LightScenario level.

<div align="left"><figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FRj47QloDTeWMofmGiitQ%2F20.png?alt=media" alt=""><figcaption><p>Post process material is added to L_Overview.</p></figcaption></figure></div>
