This material development was inspired by Marvel's Spider-Man PS4 and Forza Horizon 4, I was always fascinated by InteriorMap creation and wanted to test it out in Unreal. While researching into the subject matters I studies work by Trey McNair, Chris Harper and Joost van Dongen. Here is the result of the final material and some breakdown. So far every textures used was placeholder from various sources, I think I will make a proper asset creation when I have free time in the future
This material was split into 2 main modes, first is standard, second is for corner
The whole idea of InteriorMap was to sell the illusion of interior without actually creating any geometry
Support up to 3 variation for both standard mode and corner mode
InteriorMap from Epic uses HDRI, all textures used was placeholder for this material development (From HDRI Haven and Substance)
Most of the corner for InteriorMap I've seen has continuity issue, so for this material, I tried to make it look like a single room. Corner mode was toggle with a switch in material settings, if it's turn off, everything will be randomized
For the corner to works convincingly, 2 of the InteriorMap plane will be windows, and the orientation need to be stay fixed, therefore left and right corner need to be mirrored (UV), but randomization still can be achieved through offsetting the height
The make things easier, I decided to just UV map 1 single plane to a single room, and the amount of room can be control using the material setting
It is possible to control the dimension of the InteriorMap, modifying the depth too, however is best to stick with room that is square
Random Seed setting for randomization between 3 InteriorMap, also able to toggle Random by Position, meaning for all the same building, I can have the one material with different randomization
Typical Emissive setup sampled from the HDRI itself
I also quite fascinated by Joost van Dongen's InteriorMap with Furniture Plane. However I exhaust all my knowledge (Don't know shader language) and end up using Parallax Occlusion Mapping. I just named this feature Furniture Card
Each variations of Furniture Card can be mask further for more randomness
Furniture Card inherit all the functionality of POM, to give further sense of depth inside the InteriorMap
This is the Curtain Card feature, it's just a plane right behind the glass, can be anything, from windows frame to torned posters
Glass also support texture, Normal and Roughness only
Lastly, Fresnel feature for the glass, not necessary Physical Base correct, but I added Metalness into Fresnel and crank the Specular all the way to 1 to sell the mirror look of the glass, maybe with Raytracing will be different story