Detail

Uses Detail Maps to add micro-texture to your materials such as cloth weaves, wood grain, and/or simple noise. 


Mask Source

Texture Alpha: Detail mask from the "Mask(A)" input's alpha.

Vertex Color Alpha: Details mask from the vertex color alpha.


Color Mode

Mul: Multiplies the detail color map over the Base Color to tint/darken it.

MulX2: Combines the detail color map over the Base Color in such a way that middle gray preserves the color, lower values darken it, and higher values brighten it.


Parameters

NameTypeDescription
Mask SourceDropdownTexture Alpha, Vertex Color Alpha.
Mask(A)TextureMasks off regions to receive detail texturing.
Mask StrengthFloat [0-1]Lower values blend mask to white.
Color ModeDropdownMul, MulX2.
Color(RGB)Color Map(RGB) Detail tint color. [Tiling, Offset, Scroll, UV Set]
NormalsBump MapDetail normals in tangent space.
WeightFloat [0-1]Weight of the detail material.
Normal StrengthFloatThe sign and strength of the normals.

Appears On

Car Paint

Core

Decal

Directional Blend

Eye

Glass

Oriented

Prototyping

Skin

Terrain

Transition

Transmission

Unlit

Vertex Blend

Weighted Blend