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Overview
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Reference
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Swap Actor
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Tips & FAQ
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Step by Step
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Customize
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Change list

Customization And Materials

How to add custom content into the kitchen and how to make use your own materials.

Content:

Materials - Color

Materials for Wood

Materials for Splash and Bench

Handles

Materials - Color

Plain Color Materials are in ModularKitchen/Materials/Color. Make a copy or instance of any other than the white color material, rename it and change the color in its properties to the color you need.

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Materials for Wood

Wood Materials are in ModularKitchen/Materials/Wood.

All cabinets are mapped to suit textures that are 100x100cm large. You can use any wood material that has this size. Most downloadable materials for Arch Viz will work.

You'll need at least a diffuse/albedo/color texture to create your own wood material. You can use CrazyBump or Substance to create a normal map from a diffuse texture.

You'll need two versions of the wood material. One with the wood pointing in horizontal direction and another in vertical direction. This requires a parameter to rotate the UVs.

CrazyBump download link

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You can copy one of the existing wood materials. MI_MK_Wood_Oak01 for example.

Replace the diffuse and normal maps or set the Flatten Normal value to 1.0 if you do not have a normal map.

The red channel of the diffuse is used for roughness. You can adjust the value with Roughness Adjust. Negative values are possible.

UVs can be shifted or scaled and Rotated.

You can adjust the Contrast, Hue or Saturation, or you can Tint the Color texture in the Diffuse section.

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Materials for Splash and Bench

World Tiling Materials for Splashback and Bench are in
  • ModularKitchen/Materials/Stone
  • ModularKitchen/Materials/Tiles

World tiling materials do not require UVs. They use the world position to create materials seamlessly aligned over multiple meshes. UV tiling works different then with standard materials. 100 UV units would work for texture sets that are based on 100 x 100cm. Setting the UVs to 200 would stretch to textures to twice the size.

Non World Tiling materials do not work well unless they are 'flat', like a glass material or a plain color.

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The Stone materials are all instances of M_MK_StoneWorldTiling. You can use your own textures in this material or in the material described in the next section.

Sorry for the weird sorting of the parameters

Replace the Diffuse and Normal Maps. Use Normal Flatten to take out most of the normals with a high value like 0.95.

You can leave the Detail-Map as is in most cases.

One of the channels of the Diffuse Map is used for Roughness. This is then interpolated between the Min and Max values.

World-Pos-Offset can shift the UVs and is also used in the Kitchen Blueprint to align the splashback material manually per blueprint.

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M_WorldTilingSimple is a basic master material that I made for tiles that are made from a set of textures. You'll be able to use
  • Color Map
  • Normal Map (optional. Flatten 1.0 to disable)
  • Roughness Map (optional)
  • AO Map (optional)
  • Metal Map (optional)

It's a very basic material but it will be ok for textures downloaded from Quixel Megascans or other sourced that do not have a World Tiling Material option.

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Here is how to scale UVs in world tiling materials. In case you want to create a more advanced material. You'll need to connect the Texture Size and World Position to all Texture Objects. And yes - you have to convert your textures to texture objects. The rest should work more or less the same way then normal materials.

The best way to preview world tiling materials is with the Cube. The Sphere will always look distorted because X Y Z materials will blend as soon as the material diverts from straight angles. There might be a setting to reduce that behavior but I can't remember.

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Handles

Any custom handle mesh can be used if none of the handles already available works for your kitchen. Handle meshes must be placed with their origin at 0,0,0 in your modelling software. Any directional handles need to face to the right. See the image for examples.

Unreal doesn't have a pivot usually. It uses the 0,0,0 origin of your mesh instead.

There are ways to permanently change the pivot in Unreal but I found them somewhat unrealisable. It most likely is easier to export a mesh that has the wrong origin or rotation as an FBX file, realign it in your modelling software, and then reimport it back into unreal.

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