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60 lines
2.2 KiB
ReStructuredText
60 lines
2.2 KiB
ReStructuredText
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.. _export-section:
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Exporting Materials
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===================
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When exporting a material, using either the Export submenu or the command line arguments,
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Material Maker generates PNG image files for all elements of the material as well as
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specific files for the target game engine.
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In all cases, the generated PNG files (and especially the normal map) is generated in the
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correct format.
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Godot game engine
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-----------------
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When exporting for the Godot game engine, Material Maker will generate a .tres file that
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describes a fully configured SpatialMaterial.
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Note that exporting for Godot is not necessary if you use the Material maker addon, that
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provides an import plugin. This import plugin can either generate a precomputed material,
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or a material that will be rendered at runtime.
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Unity game engine
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-----------------
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When exporting for the Unity game engine, Material Maker will generate a .mat file that
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describes a fully configured material. It is thus possible to export materials directly
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into one of your project assets directory, and Unity will automatically detect the newly
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exported materials.
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Unreal game engine
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------------------
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When exporting for the Unreal game engine, Material Maker will only generate PNG image
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files, and it is necessary to create the material in Unreal.
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To create a minimal material:
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* import all PNG files into unreal
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* create a new material using the **Add new -> Material** menu
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* open the new material to edit it
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* drag and drop all textures into the material graph to create a Texture Sample node
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for each texture
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* connect the RGB output of the albedo *Texture Sample* node to the *Base Color* input
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of the material node
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* connect the R output of the ORM *Texture Sample* node to the *Ambient Occlusion* input
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of the material node
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* connect the G output of the ORM *Texture Sample* node to the *Roughness* input
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of the material node
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* connect the B output of the ORM *Texture Sample* node to the *Metallic* input
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of the material node
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* connect the RGB output of the normal *Texture Sample* node to the *Normal* input
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of the material node
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More complex materials with support for emission textures, depth maps, texture
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coordinate scaling...
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.. image:: images/unreal_export.png
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:align: center
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