Comprehensive Guide to Materials for Custom Models in Meta Horizon Worlds

In Meta Horizon Worlds, creating immersive and visually appealing environments relies heavily on the effective use of materials in custom models. Materials dictate how 3D objects interact with light, influencing their color, reflectivity, transparency, and overall aesthetic. This guide provides an in-depth overview of material types, naming conventions, texture requirements, and best practices to ensure optimal performance and visual fidelity in your custom models.

 

1. Understanding Materials in Meta Horizon Worlds

A material is a collection of properties that define how an object responds to light, including attributes like color, reflectivity, transparency, and roughness. In Meta Horizon Worlds, materials are applied to meshes—a collection of vertices, edges, and faces that define the shape of a 3D object—to create various elements such as buildings, terrains, and decorative items.

 

 

2. Defining Materials in FBX Files

  • Multiple Materials per Mesh: You can assign multiple materials to a single mesh within an FBX file, and multiple meshes can share the same material. This flexibility allows for diverse visual effects and optimized performance.

  • Filename Criteria: To ensure compatibility and avoid errors, adhere to the following naming conventions:

 

  •  

    • Avoid Using Characters: -, ., ,, /, *, $, &

    • Use of Underscores: Refrain from using underscores _ in material and texture names, except when designating special tags like _Metal.

       

      Examples:

      • Incorrect: Dont_Name_Like_This_BR.png

      • Correct: NameLikeThisInstead_BR.png

      •  

        • 3. Material Types and Naming Conventions

           

Proper naming conventions are crucial for Meta Horizon Worlds to correctly interpret and apply materials. Below is a structured overview of various material types, their required naming suffixes, associated texture files, and the channels each texture should include:

Material TypeNaming SuffixTexture File(s)Channels Included
Single-Texture PBRNoneMyMaterialName_BR.pngBaseColor (sRGB), Roughness (linear)
Single-Texture Metal PBR_MetalMyMaterialName_BR.pngBaseColor (sRGB), Roughness (linear), Metalness
Double-Texture PBRNoneMyMaterialName_BR.pngBaseColor (sRGB), Roughness (linear)
MyMaterialName_MEO.pngMetalness, Emissive, Ambient Occlusion (all linear)
Unlit Materials_UnlitMyMaterialName_B.pngBaseColor (sRGB)
Unlit Blend Materials_BlendMyMaterialName_BA.pngBaseColor (sRGB), Alpha (opacity)
Transparent Materials_TransparentMyMaterialName_BR.pngBaseColor (sRGB), Roughness (linear)
MyMaterialName_MESA.pngMetalness, Emissive, Specular, Alpha (inverse of Transparency)
Masked Materials_MaskedMyMaterialName_BA.pngBaseColor (sRGB), Alpha (inverse of Transparency)
Vertex Color PBR_VXCNoneVertex Colors (RGBA)
Vertex Color Single-Texture PBR_VXMMyMaterialName_BR.pngBaseColor (sRGB), Roughness (linear)
Vertex Color Double-Texture PBR_VXMMyMaterialName_BR.pngBaseColor (sRGB), Roughness (linear)
MyMaterialName_MEO.pngMetalness, Emissive, Ambient Occlusion (all linear)

Note: MyMaterialName is a placeholder for the actual name of the material the texture applies to.

4. Best Practices for Material Creation

To ensure optimal performance and visual quality in Meta Horizon Worlds:theverge.com

 

  • Optimize Texture Sizes: Use appropriately sized textures to balance detail and performance.

  • Limit Material Variants: Minimize the number of unique materials to reduce draw calls and enhance performance.

  • Use Efficient Channels: Combine multiple properties into single textures when possible (e.g., using different channels for roughness, metalness, etc.).

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