![]() Starting from 3DCoat 2021.53 the RGB cavity was introduced as the default calculation method in Texturing. This is a non-trivial operation, so it may take some time to convert for big maps. If you will provide a normal map for the Smart Material the 3DCoat will offer to convert it to the bump-map because materials require bump. Mask: Masks with an image of the areas that are and are not covered. There are various conditions, which are listed below.Įdge Scattering: Specify with an image how the edges of the condition are treated. Metalness: Specify a greyscale image for metalness.Ĭondition Mask: Specify the area to which the material layer is applied. Glossiness: Specify a greyscale image for glossiness. It’s strictly for greyscale Displacement/Height maps. The Depth channel icon in Smart Materials may look like it’s for a Normal Map, but it’s not. Layer: Assign Texture to Layer hierarchy or create new ones.Ĭolor: Specify a diffuse or albedo texture or color.ĭepth: Specify a greyscale image for depth. Cube Mapping is the recommended mapping type used with seamless textures. Preferred Mapping: Use various mapping types to apply your material. Overall Cavity Modulator: Determines the overall area of effect for the material. There are also a number of parameters for these layers let’s take a look at those Smart Material Properties now. Smart Materials EditorĪs many layers as you like can create Smart Materials, allowing for quite complex materials. If you need to change to a different material, right-click and use the same Attach to the current layer.Īll of these have the same Smart Material attached, but the color has been changed on the layer. If you need to edit, right-click on the layer and edit it in the Smart Material Editor.ĥ. * Attached Smart Materials work individually.Ĥ. You can see that the Smart Material is attached to the selected layer. Right-click on the Smart Material you want to useģ. Smart Material’s ‘Attach to the current layer’ by Yousungġ. The Opacity, Depth opacity, and Roughness opacity above the layers in the layers panel all still function. Then you have a complete way of knowing what part of the model you are working on and the Smart material attached to it. You can name layers in a way that you know which part of the model they were applied to. Detach a Smart Material using the same method or right-click on the layer itself for the option to detach. The above is a good way of testing Smart Materials and editing them. Of course, this would require more layers, but it is one way of keeping track of your Smart Materials after they are applied and if they need editing. You can not manually paint on a layer with an attached material. You can not reapply a Smart Material in the viewport manually using this method, but you can detach and re-attach the Smart material if you need to reapply it. Once a Smart Material has been attached to the layer, you can edit it with the Smart Material editor, and it will auto-update on the mesh after you save your edited Smart Material. There is no name given, but the preview is fairly large. Hover your mouse over the icon in the layer, and a larger preview will appear. You can only attach one Shader per layer. Now, if you select another layer and re-select the layer with the attached Smart Material, it will be highlighted in the Shaders Panel. It will show a small icon in the layer of the Smart material. Choose to attach to the current layer.Īttach a Smart material to a layer (by Digman) Share item folder: Share the items folder as a 3dcpack – file to share with other users.Īttach to the current layer: Right Click on a Shader in the panel. New Material Folders can be created or loaded by pressing the small “Down Arrow” at the top right of the Material Panel and selecting either the “Add new folder” or “Add existing folder” options. The thumbnail image of each new material is created based on which texture image you select for that Material’s “Color” channel. New Materials can be added to an existing Smart Materials Folder simply by clicking on the large “+” icon in the Material Panel. These materials consist of multiple parameters to achieve realistic or physically accurate results. Smart Materials allow you to create and paint with Physically Based Rendering Smart Materials. If no material is selected (disable the use of Materials by clicking the large “X” in the Materials Panel), then each Paint Channel will respond based upon which Brush Alpha has been selected. Preview options: If you choose to display mask/material in at least one of the channels (depths and/or, colors and/or glossiness, see more detail about them below) a new panel shows up on top.Īll 3 Paint Channels, when enabled, will react with any Material that is currently selected from the Materials Panel.Įvery Material can contain a separate texture for each of its channels: Color, Depth, and Glossiness.
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