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Rendering In Cycles


A7roboBOT
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After sifting through the GLSL code for DE's Material Painter shader (provided with sample content for Workshop submissions), I created a set of Cycles nodes that replicate the effect of Warframe's shaders. Blend file containing shaders and sample model/textures is provided below.

 

http://www.filedropper.com/excalcycles

 

How to create your own materials from the sample:

Replace the textures in the "textures" node group with your own. If you are using multiple materials, each material must have its own unique instance of the "textures" group (like "b.textures" and "h.textures" for the body and helmet materials in the example file). Next, replace the tint masks in the "masks" node group. Because of the way Cycles handles alpha channels, you can't use the combined RGBA tint mask texture. Each mask should be in a separate file. Again, each unique material you use should have a unique instance of the "masks" group. Finally, set the tint colors on the "tint" group and the emissive color on the "shaders" group. The "tint" and "shaders" groups are common to all materials and do not need unique instances per material.

 

Known issues:

The ground is blue and causes bluish reflections on the underside of metallic areas. This is a quirk with the procedurally-generated skybox. If this is problematic, modify the sky or set up a different lighting scheme.

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