Summary
Throughout this chapter, we embarked on an intense yet incredibly valuable journey through materials. Our first focus was on the importation and configuration of textures, as they serve as the foundation for constructing materials. Consequently, we gained practical knowledge on creating various types of materials commonly employed in architectural visualization, including dielectrics, metals, fabrics, and realistic glass. Additionally, we explored the creation of masked materials, enabling us to effortlessly generate perforated meshes such as fences or nets.
Another crucial aspect we covered involved the blending of different materials through layered material and vertex painting techniques. Lastly, we had the opportunity to utilize Quixel Megascan shaders, acquiring the skills to swiftly generate layered materials from them through an automated process. This particular shader effectively incorporates vertex painting as a key element.
Moving forward, the upcoming chapter...