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DFT Materials for Unreal Engine


DFT materials for Unreal Engine are derived from our hyper-realistic fabric textures.
These materials were made with various parameters that can be modified through the use of material instances, and allow you to customize many characteristics of the fabric material.

The customizable material features are as follows:


Each material fabric as you can see from the examples on the site, is composed of specific designs with realistic fabric weave effect and various colors.
In the materials for Unreal Engine we have given the possibility to personalize every color of the yarn that composes the simulation of the fabric, and this allows an almost infinite combination of colors, being able to create all the variations of color that you want.


This parameter allows you to adjust the size of the texture repeat on your 3D object according to your needs.

(X and Y)

These two parameters allow you to translate either in X or in Y the texture in case you want to position the drawing in a customized way on the 3D object.

Normal map Intensity

This parameter allows you to modify, thanks to the normal maps, the effect of the thickness of the surface of the fabric to your liking (consider that the values set by us are already those generally optimal).

Roughness map intensity

This parameter allows you to change the intensity of the roughness parameter, which as you should know is used to vary the opacity / brightness of the material. (Also in this case the values we set are generally optimal, but you can vary them to your liking)

AO Intensity

This parameter allows you to change the intensity of ambient occlusion (also in this case the set values are generally optimal, but you can change them to your liking).


As you probably know, tesselation is used to create that effect of greater three-dimensionality of a 3D object covered with a texture, according to the characteristics of the latter. In this case we recommend that you do not change the parameters we set since wrong parameters can make the 3D effect of the texture unreal.However, you can experiment with modifications for your own use.The parameters of tesseletion are the standard ones normally used in unreal engine materials.

Contrast Ground

By varying this parameter you can change the contrast of the fabric background. It is useful to be able to change the light/dark appearance of the fabric.

Final Contrast

By varying the value of this parameter you manage the overall contrast of the whole material. This parameter is also useful for changing the general appearance of light/dark.

Final Luminosity

It is used to change the general brightness of the material, to make all colors lighter or darker.

Luminosity noise

It is used to change the brightness of the noise effect textures, which results in greater realism by creating color randomness in microdots. Changing the brightness of the noise effect is used to make it more evident or less evident. If it is lighter it is less noticeable with light colors, if it is darker it is less noticeable with dark colors of the material, and vice versa.


To modify the various parameters of a material, first of all it is IMPORTANT to duplicate the material you want to modify, because if you modify the original material you won’t be able to recover it, unless you install the package again or in case you had marked apart the original values.

Material package folder structure:


DFT_Mesh_for_examples: In this folder are stored the objects used for the examples that you will find in the Maps folder, loading the environment overview.

MAPS: you find a 3D environment where all materials have been applied on sample fabrics on top of the spheres. In this way you can see all the materials immediately for an easier choice.

MASTER-MATERIAL: In this folder there are the master materials that we suggest to never modify because they have been optimized for each type of material and for maximum realism, moreover they are only in shades of gray. The colors are applied instead on instance materials

MATERIAL: In this folder you will find other sub-folders divided by name of the type of fabric (example: DT-00001-BA-MT, DT-00002-BA-MT, etc), in which there are 14 color variants for each type of fabric, chosen with standard usage criteria for real fabrics. In these folders you will find the materials (material-istance) to be used for your productions, and which are immediately applicable to each mesh. If you are not satisfied with the size of the design you can modify the tiling. As already said if you want to modify any feature of the material instance you have to make a duplicate, rename it as you wish to avoid overwriting the original.

How to change the values of the various parameters

As you have read at the beginning of this page each material can be customized in many parameters, and after having duplicated the chosen material variant, click on it twice with the mouse to be able to activate the editing window in unreal engine of the material instance.
To modify each parameter you must activate the modification by clicking on the white square. From that moment you can edit the parameters, changing their value.

In the Material Settings screen you will find the following parameters to customize in this order:

AO intensity
Color Overlay effect (number)
Color overlay Ground
Enable Subdivision
Enable Tesselation
Normal Intensity
Offset Text X
Offset Text Y
Roughness Intensity

To modify each of the parameters you must activate it as mentioned above.
For each parameter, except for colors, increasing the value increases the intensity of the effect and decreasing the value reduces the intensity of the effect.

Let’s delve into color management:

As you can see in the image below each material can have more colors, usually from a minimum of 2 to a maximum of 8/9.
Each color can be modified independently of the others.
Simply by clicking on the color bar that you see in the image and changing through color wheel or other methods allowed by unreal engine color values.
You will always find a color called GROUND, this color is important because it is the color that in reality (i.e. in real fabrics) represents the color of the warp that is the vertical threads of the weave that are called background threads, and which are generally used to give the light and dark to the real fabric on the background or the specific color, and also in these virtual textiles has the same purpose.
The other colors, on the other hand, are those of the other type of thread, which is the horizontal thread in real fabrics, which gives color to the various designs and patterns inside.
We are not going to explain in these instructions how the weaving of a real fabric works in detail to better understand these concepts because for your need to customize the colors of our materials further information is not necessary.
In case you are curious to better understand how the coloring of real fabrics works you can find other useful information in our website in the section of courses and/or other technical pages.
If you are curious to better understand how the coloring of real fabrics works, you can find other useful information on our website in the course section and/or other technical pages.

To understand how to modify the values of the other parameters read again the description at the top of the page of the functioning of each parameter. The procedure is similar for each one, you just have to modify the value according to the right criteria.

Global scalar parameter values:

As you see in the image below, you will find the following parameters:

Contrast Ground
Final Contrast
Final Luinosity
Luminosity noise

Also in this case to modify the values of these parameters, activate the modification by clicking on the small square.
To modify the values refer also in this case to the initial explanation of the various parameters.

When you have made all the changes you want, remember to save them.