2018-09-11 19:38:59 +02:00
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Material node
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~~~~~~~~~~~~~
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2019-11-21 08:55:13 +01:00
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The **Material** node defines a material using its inputs.
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2018-09-11 19:38:59 +02:00
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There is one and only one Material node for each Material Maker project,
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it is created for each new project and cannot be deleted or duplicated.
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When copied and pasted together with other nodes, the Material node will
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not be pasted, but connections will be copied if possible.
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When exporting a project to PNG files, all inputs are generated as PNG
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2019-11-10 17:41:02 +01:00
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files whose names are generated using the project name and the name of the
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corresponding property in the material. The ambient occlusion, roughness
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and metallic textures are combined into a single file whose suffix is "orm".
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2018-09-11 19:38:59 +02:00
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2019-11-21 08:55:13 +01:00
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When using Material Maker as a Godot addon, a SpatialMaterial is generated
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automatically.
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2018-09-11 19:38:59 +02:00
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.. image:: images/node_material.png
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2019-11-21 08:55:13 +01:00
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:align: center
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2018-09-11 19:38:59 +02:00
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Inputs
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++++++
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2019-11-21 08:55:13 +01:00
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The **Material** node has an input for each supported property (albedo, metallic,
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roughness, emissive, normal, ambient occlusion, depth maps and subsurface scattering) of the material.
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2018-09-11 19:38:59 +02:00
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Outputs
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+++++++
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2019-11-21 08:55:13 +01:00
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The **Material** node does not have any output.
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2018-09-11 19:38:59 +02:00
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Parameters
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++++++++++
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2019-11-21 08:55:13 +01:00
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The **Material** node provides the following parameters:
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2018-09-11 19:38:59 +02:00
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* The size of the texture files to be generated.
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* A color associated to the albedo property. The texture used for the albedo input is multiplied by this color.
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* The value of the metallic property of the material. The texture used for the metallic input is multiplied by this value.
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* The value of the roughness property of the material. The texture used for the roughness input is multiplied by this value.
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* The energy of the emissive property of the material.
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* The value of the normal map property of the material. It is used to strengthen or lighten the effect of the normal map.
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* The value of the ambient occlusion property of the material. The texture used for the ambient occlusion input is multiplied by this value.
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* The value of the depth property of the material. The input depth map is multiplied by this value.
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2019-11-21 08:55:13 +01:00
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* The strength of the subsurface scattering effect.
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