Introduction
Each Module Group Node has Inputs and Outputs. On the inputs you can plug the Baking outputs of any bakeable procedural material from the library, a PBR material or you can use a base shader from the editor “shaders” category of assets. Each module will take in Color, Metallic, Roughness and Normal information, affect them in some way and then output the new Color, Metallic, Roughness and Normal information.
This way the different modules can be ordered as layers to keep adding different details.
The Material Editor uses Cycles, since a lot of the Smart Modules are made using Cycles only nodes. It is also needed in the baking process.
To start using the Material Editor you have to go to the Shader Editor, activate the N panel and click Sanctus Tab
The Interface
1- Asset Categories
2- Selected Asset
3- Navigate to the previous and next asset on the current category
4- Selected Asset Documentation
5- Add current asset to favorites (a new category called My Favorites will be added with all the favorited assets)
6- Add selected asset to the node editor
7- Connects 2 or more selected Smart Modules / Texture Modules group nodes together using their current order in X axis (from left to right).
8- Material Editor documentation
Creating or editing a material
Select your starting point:
-PBR Material – A
-Procedural Material from the library – B
-one of the Base Materials from the Material Editor Shader category – C
The next thing is to select a Smart Module or Texture Module to add the first layer, in this example I will use Cracks in the Smart Modules category.
PBR textures have to be connected manually to the first Smart Module. To connect Smart Modules just put them in order, select them and click “Connect Smart Modules” button and they will be connected respecting the order from left to right. If you use a Procedural Material as your starting point it is recommended to bake them before you add your layers, since they already have a good amount of nodes and can hit the limit faster.
You can change the order of the layers, select the ones that need reconnecting and click “Connect Smart Modules” again.
Some Modules have a special input for masks, here you can use an image texture or one of the procedural masks in the Masks category of the Material Editor. The masks will change the regions where the effect is applied
At any point you can connect the BSDF output of any layer to see the material up to that point.
Once your material is looking like you want, you should bake it, since the amount of nodes at this point will be really demanding. Baking Material Editor Materials
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