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+ | ====== Materials Bar ====== | ||
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+ | The Materials Bar is where you create a material asset that can be applied to different parts of the tree. You can set textures, colors/ | ||
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+ | {{ :: | ||
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+ | =====Managing Material Assets===== | ||
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+ | Adding, removing, changing the name, reordering, and applying material assets to the tree is done the same way for all of the assets. This process is described in [[asset_common_settings|Common Asset Settings]]. | ||
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+ | =====Settings===== | ||
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+ | This section contains general settings for the material. | ||
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+ | ==Two-Sided== | ||
+ | This option allows this material to be seen from both the front and back. | ||
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+ | ==Season== | ||
+ | When working with [[seasons|Seasons]], | ||
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+ | ==Max Resolution== | ||
+ | This option can override the app-wide setting for the maximum resolution of textures uploaded to the graphics card. The " | ||
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+ | ==Unwrapping scale== | ||
+ | This scale is applied to the size of this material when exporting an unwrapped mesh, exporting an atlassed tree for real-time rendering, and creating lightmapping UVs for game engines. | ||
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+ | ==User data== | ||
+ | This string is available through the SpeedTree SDK for specialized material data SpeedTree doesn' | ||
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+ | =====Variations===== | ||
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+ | Variations allows you to randomly vary the color of a material slightly on different parts of a tree. For example, you create one leaf material, but you use variations to alter the color slightly, making it look like there are multiple kinds of leaves on the tree. Variations are very helpful when making [[clusters|cluster models]] intended for export material and used on another tree. | ||
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+ | {{ : | ||
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+ | You can change your color palette by clicking on one of the three color tabs, which will open the [[color_editor|Color Editor]]. You get one variation per color, plus the original texture, which makes 4 variations in total. The slider controls the intensity of the color applied per variation. | ||
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+ | On export, a new texture is created with your variation color/ | ||
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+ | > **Note**: Be wary of using variations in trees intended for real-time rendering. Each variation results in an additional texture, or more space used in the texture atlas. Often using two wildly different textures has a better effect than two variations with slight color shifts. | ||
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+ | =====Mesh===== | ||
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+ | This section allows you to set or create a mesh cutout that will be used with this material wherever it is used on the tree. You can choose a previously created/ | ||
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+ | =====Maps===== | ||
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+ | The maps of a material are the data used during rendering. This can be a color/ | ||
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+ | For each map, you may set a color or value, depending on the map type. If you wish to use a texture, click the texture button below the map's color/value and you will be presented with the [[map_editor|Map Editor]] dialog. Ticking the checkbox in the top left corner of the texture button allows you to disable the texture quickly without losing any edits you have made on the texture itself. | ||
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+ | > | ||
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+ | You can view each map type on the tree itself by selecting the appropriate render mode in the Material submenu of the Render Mode menu in the [[tree_window|Tree Window]]. Doing this is often very helpful to see, at a glance, if there are any problems when you have many materials in one tree. | ||
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