Added documentation for new nodes

Added documentation for Material, Export, Comment, Switch and Remote nodes.
Fixed missing "tool" attribute in editable_label script.
Reordered misc. nodes in base library.
This commit is contained in:
RodZill4 2018-09-11 19:38:59 +02:00
parent d6527848d3
commit d05631122c
14 changed files with 178 additions and 4 deletions

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Comment node
~~~~~~~~~~~~
The Comment node has no effect on the material and can be used to document
it. Simply double-click on the contents to edit it.
.. image:: images/node_comment.png

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Export node
~~~~~~~~~~~
The Export node defines a a texture that will be saved together with the
material textures when exporting the project.
.. image:: images/node_export.png
Inputs
++++++
The Export node has an input that will be saved when exporting the project.
Outputs
+++++++
The Export node does not have any output.
Parameters
++++++++++
The Export node has a single parameter that defines the suffix PNG file
that will be created.

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Material node
~~~~~~~~~~~~~
The Material node defines a material using its inputs.
There is one and only one Material node for each Material Maker project,
it is created for each new project and cannot be deleted or duplicated.
When copied and pasted together with other nodes, the Material node will
not be pasted, but connections will be copied if possible.
When exporting a project to PNG files, all inputs are generated as PNG
files whose name is generated using the project name and the name of the
corresponding property in the material.
When using Material Maker as a Godot addon, the metallic, roughness and
ambient occlusion are automatically combined into a single texture, and
a SpatialMaterial is generated automatically.
.. image:: images/node_material.png
Inputs
++++++
The Material node has an input for each supported property (albedo, metallic,
roughness, emissive, normal, ambient occlusion and depth maps) of the material.
Outputs
+++++++
The Material node does not have any output.
Parameters
++++++++++
The Material node has parameters:
* The size of the texture files to be generated.
* A color associated to the albedo property. The texture used for the albedo input is multiplied by this color.
* The value of the metallic property of the material. The texture used for the metallic input is multiplied by this value.
* The value of the roughness property of the material. The texture used for the roughness input is multiplied by this value.
* The energy of the emissive property of the material.
* The value of the normal map property of the material. It is used to strengthen or lighten the effect of the normal map.
* The value of the ambient occlusion property of the material. The texture used for the ambient occlusion input is multiplied by this value.
* The value of the depth property of the material. The input depth map is multiplied by this value.

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Remote node
~~~~~~~~~~~
The Remote node has no direct effect on the material and can be used to control
key parameters of the material to configure it easily.
.. image:: images/node_remote.png
When started, the Remote node only shows 2 buttons.
The left button can be used to create a linked control, that can be used to
mirror one or several similar parameters.
The right button can be used to create a configuration control, that can be
associated to several parameters and store several named configurations for
those parameters.
Linked control
++++++++++++++
When creating a Linked control (using the "Create linked control" button),
it is necessary to first pick a parameter in the material graph. The newly
created control will be a copy of the selected parameter control, and when
changing the value of the Linked control, the associated control will be
updated accordingly.
A Linked control can also be associated to other parameters, provided they
are of the same kind.
When hovering on the Linked control, Material Maker will show the parameters
it controls.
Configuration control
+++++++++++++++++++++
When creating a Configuration control (using the "Create configuration control"
button), it is necessary to first pick a parameter in the material graph.
The newly created control will hold a list of configurations of the associated
parameters.
A Linked control can be associated to other parameters, and it is recommended to
associate all relevant parameters before adding configurations.
When hovering on the Linked control, Material Maker will show the parameters
it controls.
To create a configuration, set all associated parameters to the desired values,
and select the "<add configuration>" entry in the drop-down list. Then enter a
name for this configuration, and it will be added to the list.
The drop-down list can be used to select a configuration, create new ones and
update or delete the current configuration.

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Switch node
~~~~~~~~~~~
The Switch node can be used to select sources for 2 output textures
A and B from a choice of 2 pairs (A1, B1) and (A2, B2). It is useful
to create variations of a material and easily switch between them.
.. image:: images/node_switch.png
Inputs
++++++
The Switch node has 4 color inputs A1, B1, A2 and B2.
Outputs
+++++++
The Switch node has 2 outputs A and B.
Parameters
++++++++++
The Switch node has a single parameter whose value can be 1 or 2.
When the parameter is set to 1, A forwards A1 and B forwards B1.
When the parameter is set to 2, A forwards A2 and B forwards B2.

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@ -7,3 +7,4 @@ This section describes all nodes that can be used in a procedural material.
nodes_generators nodes_generators
nodes_filters nodes_filters
nodes_misc

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Miscellaneous nodes
-------------------
.. toctree::
node_material
node_export
node_switch
node_comment
node_remote

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@ -194,6 +194,10 @@
} }
] ]
}, },
{
"tree_item":"Miscellaneous/Comment",
"type":"comment"
},
{ {
"tree_item":"Miscellaneous/Export", "tree_item":"Miscellaneous/Export",
"type":"export" "type":"export"
@ -205,9 +209,5 @@
{ {
"tree_item":"Miscellaneous/Remote", "tree_item":"Miscellaneous/Remote",
"type":"remote" "type":"remote"
},
{
"tree_item":"Miscellaneous/Comment",
"type":"comment"
} }
]} ]}

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@ -1,3 +1,4 @@
tool
extends Label extends Label
func _ready(): func _ready():