Material Instances

From HEWIKI
(Difference between revisions)
Jump to: navigation, search
Line 6: Line 6:
 
A mesh is a single set of geometry, and a reference to the material which it uses.  There may be multiple meshes in a model -- for example, a barrel of apples may consist of a mesh for the wooden barrel and a mesh for the pile of apples.
 
A mesh is a single set of geometry, and a reference to the material which it uses.  There may be multiple meshes in a model -- for example, a barrel of apples may consist of a mesh for the wooden barrel and a mesh for the pile of apples.
  
A [[material]] is a set of textures with defined roles (such as diffuse, normal/specular and macro) and associated properties. A material instance a unique combination of material properties which can be applied to one or more asset meshes. Material Instance Properties can be customized using the [[Material Instance Properties]] panel.
+
A [[material]] is a set of textures with defined roles (such as diffuse, normal/specular and macro) and associated properties. A material instance a unique combination of material properties which can be applied to one or more asset meshes. Material Instance Properties can be customized using the [[Material Instance Properties]] dialogue.
  
 
== Serialization Format ==
 
== Serialization Format ==
 +
Changes made through the Material Instance Properties dialogue are represented in a serialized override string. Values which differ from the base material appear in the string within the _MaterialOverrides property field in the [[Properties Panel]].
  
== Material Properties Dialogue ==
+
The serialization format is as follows.
 +
 
 +
<serialization format version number> % <instance name> # <hash string for this material instance> [ <diffuse map path>,<diffuse map alpha type>, ]
  
 
== An Example ==
 
== An Example ==

Revision as of 19:40, 2 November 2012

Contents

Overview

An asset is a template from which things in the game world are made. An asset instance is an object with a unique ID number, created from an asset. Areas are mainly populated with asset instances instantiated from the Asset Library. Assets own meshes.

A mesh is a single set of geometry, and a reference to the material which it uses. There may be multiple meshes in a model -- for example, a barrel of apples may consist of a mesh for the wooden barrel and a mesh for the pile of apples.

A material is a set of textures with defined roles (such as diffuse, normal/specular and macro) and associated properties. A material instance a unique combination of material properties which can be applied to one or more asset meshes. Material Instance Properties can be customized using the Material Instance Properties dialogue.

Serialization Format

Changes made through the Material Instance Properties dialogue are represented in a serialized override string. Values which differ from the base material appear in the string within the _MaterialOverrides property field in the Properties Panel.

The serialization format is as follows.

<serialization format version number> % <instance name> # <hash string for this material instance> [ <diffuse map path>,<diffuse map alpha type>, ]

An Example

Personal tools
Namespaces
Variants
Actions
Navigation
Toolbox