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Updated documentation with export / command line arguments changes
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material_maker/doc/command_line.rst
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material_maker/doc/command_line.rst
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Command line arguments
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======================
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When launched with no command line argument, Material Maker will start with an empty project.
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When launched with the path of a .ptex file as command line argument, Material Maker will
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start with this project file. Material Maker can thus be associated to files with .ptex
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extension so double-clicking on them will directly open them.
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Material Maker can also be used to export several .ptex file with the following command line:
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material_maker --export -t <engine> -o <output_path> <input_files>
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Where:
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* **engine** is the target engine (Godot, Unity or Unreal)
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* **output_path** is the path where files will be generated
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* **input_files** is the list of input files (wildcards are accepted)
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@ -24,7 +24,7 @@ copyright = '2018-2020, Rodz Labs'
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author = 'Rodz Labs'
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# The short X.Y version
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version = '0.8'
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version = '0.9'
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# The full version, including alpha/beta/rc tags
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release = ''
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59
material_maker/doc/export.rst
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material_maker/doc/export.rst
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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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material_maker/doc/images/unreal_export.png
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material_maker/doc/images/unreal_export.png
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@ -8,3 +8,5 @@ Material Maker User Manual
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user_interface
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nodes
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base_library
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export
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command_line
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@ -21,17 +21,29 @@ Parameters
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The **Normal map** node has the following parameters:
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* the *format* of the normal map (default, OpenGL or DirectX)
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* the *format* of the normal map (default, OpenGL or DirectX). The format should
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always be set to "default" when connected to the Normal input of a Material node.
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The correct normal map format for the target game engine will be generated when
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the material is exported.
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* the *size* of the normal map
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* the *strength* of the normal map effect
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* the *buffer* parameter decides if the input must be stored in a buffer before
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generating the normal map. Using a buffer is faster but can create artifacts
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in the normal map, and disabling this option will generate more accurate normal
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maps. It is recommended to enable the buffer while editing a material and
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disable it before exporting.
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Notes
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+++++
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This node outputs an image that has a fixed size.
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When using 3D Signed distance functions, it is recommended to use the normal map
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generated by the
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Example images
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++++++++++++++
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@ -224,10 +224,10 @@ The main menu bar is organized in 5 menus:
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File menu
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^^^^^^^^^
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* *New material* creates a new material and opens a tab in the right pane to edit it
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* *New material* creates a new material and opens a tab in the center pane to edit it
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* *Load material* opens a file dialog to select a procedural material (.ptex) file. If
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a material file is selected, it will be open in a new tab in the right pane. If the current
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a material file is selected, it will be open in a new tab in the center pane. If the current
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tab contains an empty material (about material that only consists of a Material node), the
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material will be loaded into this tab.
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@ -239,12 +239,10 @@ File menu
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* *Save all materials* saves all currently open materials. Materials that were already
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saved are ignored.
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* *Export material* generates PNG image files for all elements of the material. File names are
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defined using the path of the **.ptex** material file and their role (albedo, emission...)
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in the material.
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The Ambient occlusion, roughness and metallic textures are saved into a single file whose
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suffix is **orm**.
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If the material contains **export** nodes, their textures will be exported as well.
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* the *Export* submenu can be used to export the current Material for Godot, Unity
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or Unreal. It will prompt for a file name and generate PNG files for all components
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of the material. Exporting to one of those engines is described in the
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:ref:`export-section` section.
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* *Close material* closes the current material.
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