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hpl3:tools:materialeditor [2012/07/02 17:54]
luis created
hpl3:tools:materialeditor [2012/12/07 15:39] (current)
luis [General Settings]
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-[[materialeditoroverview.jpg]] +{{ :​hpl3:​tools:​material_editor.png?nolink |}}
  
  
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-    * **Material Type**: This combo box will show the available engine material types. Currently these are "decal", "​soliddifuse",​ "translucent" and "water".+    * **Material Type**: This combo box will show the available engine material types. Currently these are
 +      * [[hpl3:​engine:​materials#​decal|Decal]]: set this type when you want to create a material to be used by regular decals. 
 +      * [[hpl3:​engine:​materials#​projecteduv|ProjectedUV]]:​ this material type does a normal projection of textures over objects. 
 +      * [[hpl3:​engine:​materials#​soliddiffuse|Soliddifuse]]:​ use this for your regular solid objects. 
 +      * [[hpl3:​engine:​materials#​terrain|Terrain]]:​ this type applies to the materials you will paint on a terrain. 
 +      * [[hpl3:​engine:​materials#​terraindecal|Terraindecal]]:​ special type of material only to be used by terrain decals. 
 +      * [[hpl3:​engine:​materials#​translucent|Translucent]]:​ for non opaque objects. 
 +      * [[hpl3:​engine:​materials#​water|Water]]: to simulate liquid objects.
     * **Depth Test**: if the material should be affected by depth test.     * **Depth Test**: if the material should be affected by depth test.
     * **Blend mode**: blending mode to be used by the material.     * **Blend mode**: blending mode to be used by the material.
     * **Physics Material**: the physics material that will be associated to this material. For example, if you create a metallic looking material, it should be logical to associate it to a metal physics material (these being defined in the materials.cfg file located in the redist folder)     * **Physics Material**: the physics material that will be associated to this material. For example, if you create a metallic looking material, it should be logical to associate it to a metal physics material (these being defined in the materials.cfg file located in the redist folder)
 +    * **UV SubDivisions**:​ this sets up in how many parts the way the material will be split
 ===== UV Animation Settings ===== ===== UV Animation Settings =====
  
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-    * **Available Texture Units**: here we will see a list of the texture units that this material can use. If you want a material to use a determinate unit, you need to enable it in this list. To do so, just check the box right at the side of it. Each type of material will have its own set of units, ​that should be a subset of the following:​ +    * **Available Texture Units**: here we will see a list of the texture units that this material can use. If you want a material to use a determinate unit, you need to enable it in this list. To do so, just check the box right at the side of it. Each type of material will show its own set of units, ​see each material ​type for details.
-      * **Diffuse**:​ base color data for the material+
-      * **NMap**: Normal Map, per-texel surface normal data. When enabled, the surface will get shaded according to the normal info. +
-      * **Alpha**: this layer will mask any result using the alpha value (0 not visible - 1 fully visible) +
-      * **Specular**:​ this unit will mask specular highlights. +
-      * **Height**: this unit will store a map of height levels across the material. SolidDiffuse requires this unit to be enabled in order for Parallax Mapping to work. +
-      * **Illumination**:​ the texture in this unit will be used as a self illumination pattern. +
-      * **DissolveAlpha**:​ this unit will be looked up at by the mesh dissolve effect. +
-      * **CubeMap**:​ this unit will make the material look as if reflecting an environment given by a cubemap texture. +
-      * **CubeMapAlpha**:​ just like Alpha, but this unit will only mask the cubemap reflection.+
     * **Texture Unit Panels**: here we will see details for every texture unit that we have enabled from the available units listing. Along with a thumbnail, we will have the following inputs:     * **Texture Unit Panels**: here we will see details for every texture unit that we have enabled from the available units listing. Along with a thumbnail, we will have the following inputs:
       * **File**: texture file for the unit. Must be in a valid format (jpg, png, bmp…)       * **File**: texture file for the unit. Must be in a valid format (jpg, png, bmp…)
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 This group will show controls that are specific to a material type. Descriptions for them should show when moving the mouse over them. This group will show controls that are specific to a material type. Descriptions for them should show when moving the mouse over them.
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hpl3/tools/materialeditor.1341251645.txt.gz · Last modified: 2012/07/02 17:54 by luis