#author("2024-09-06T11:23:16+09:00","default:admin","admin") #author("2024-09-10T10:50:34+09:00","default:admin","admin") *Materials [#nfa49cd0] Under Materials in the Resource menu, you can configure detailed settings for materials. //COLOR(#FF0000):画像入る #ref(./Materials.png,50%) #br #contents **Material List [#x069eae2] This is a list of registered materials. Materials can be generated automatically when a model is added, or they can be generated anew by selecting the texture you want to base the model on from the Add button. //COLOR(#FF0000):画像入る #ref(./Materials List.png,60%) #ref(./Materials List.png,70%) #br -''Add Button'' Select a registered texture and generate a material. -''Folder Button'' Add a folder for management. If there are any selected files, include them and make them into a folder. (Multiple selections allowed) Data can be moved by drag and drop after adding folders. -''Copy Button'' Copy the selected materials. -''Paste Button'' Paste the copied materials. -''Trash Button'' Delete the selected materials. **Material List / Right-Click Menu [#a207855b] Right-click in the material list to view. //COLOR(#FF0000):画像入る #ref(https://rpgbakin.com/pukiwiki_en/?plugin=attach&refer=Terrains&openfile=Resouces_Filetree_Contextmenu.png,70%) #br -''Cut'' Cut out the selected materials. -''Copy'' Copy the selected materials. -''Paste'' Paste the cut and copied materials. -''Delete'' Delete the selected materials. - ''Rename File by Resource Name'' Not used for materials in the Resources. - ''Specify Local Name'' Folder name localization function. English folder names can be specified when opening in the English version. -''Export Selected Elements'' Export the selected elements as an .exrbr file. If multiple selections are made, they are combined into one file. The .exrbr file is a file format that allows various resources to be compiled and imported into Bakin. - ''Open the Resources Folder in Explorer'' Not used for materials in the Resources. - ''Open the Import Folder in Explorer'' Not used for materials in the Resources. - ''Copy GUID'' Copy the GUID. - ''Sort This Hierarchy by Name'' Sort alphabetically by name within the selected hierarchy/folder. - ''Sort Selected Elements by Name'' Sort only on multiple selections. -''Be Sure to Include in Published Work Export'' Ensure that the selected resources are included in the work when it is exported as a published work. ''&color(red){(!)};''When exporting a work as a published work, resources other than “resources used in the game,” such as those placed on maps or used in events, will not be included in the work. Therefore, resources that are used only by plug-ins installed in the work must be explicitly included in the work with this feature. **Material Preview [#df9a772d] This is a preview screen of the material. #ref(./Material_Preview.png,50%) #br -''Preview Screen'' The camera can be rotated and moved by dragging the right mouse button and moved horizontally by dragging the middle mouse button. -''Model Used for Preview'' //You can select a sphere or a model for which the material being selected is specified. You can assign a sphere, or a model or 3D stamp with the material being selected specified. **Material Settings [#hb1eb2cb] This section provides detailed material settings. //COLOR(#FF0000):画像入る #ref(./Materials_Settings.png,70%) #br -''Name'' Specify the name for the material. (It can also be changed by clicking twice on the name of the physics setting in the Physics Settings list.) -''Copy Button'' Copy the contents of “Rendering Stamps Settings”. -''Paste Button'' Paste the contents of the copied “Rendering Stamps Settings”. -''Basic'' --''Rendering Order Offset'' The order of rendering can be controlled. The higher the value specified, the more the material will be rendered in the foreground. This function is only available when some shaders are selected. --''Culling'' Select whether to render the faces of the mesh. #br //COLOR(#FF0000):画像入る #ref(Culling.png) ---''Back Face Culling'': The back side of the mesh is not rendered. (Normally, this setting is used.) ---''Double Sided'': Render both sides of the mesh. (Use this setting when you want both sides of the mesh to be rendered, for example, for grass.) ---''Front Face Culling'': The front side of the mesh is not rendered. ---''Invisible'': Does not render the mesh. --''Cast Shadow'' This setting determines whether or not this material casts shadows on the model to which it is assigned. --''Decal Target'' If turned on, the decal stamp will be projected onto the child materials. Turn on if you want the decal to be reflected on objects on maps. ''&color(red){(!)};''As of Ver. 1.10, it has been confirmed that there are cases where even if this option is turned on, it is not immediately reflected in the Map Editor. In this case, close the project and reopen it. --''Linked to Building Lights'' The emissive setting of this material is enabled only if "Lights on Buildings" is turned on in the rendering settings. Use for house windows, street lights, lamps, etc., where you want the light to emit only at night. ("Map Settings > Rendering > Lights > Lights on Buildings") --''Use Object Transparency'' Specify whether objects using this material should be made transparent by applying dithering (a grid-like transparent mesh) when they approach the camera. This setting is valid only when "Use Object Transparency" is turned on in Game Definition > Rules Settings. -''Animation'' Specify the material animation. //COLOR(#FF0000):画像入る #ref(Materials Settings Animation.png) #br --''U Scroll Animation'' Specify texture animation for the U-axis. --''V Scroll Animation'' Specify texture animation for the V-axis. --''Speed'' Specify the animation speed. --''UV Step Animation'' This is specified to slice a texture and use it as if it were slice animation. The UV of the model must be attached to the first slice in advance. (This function does not scale texture coordinates.) --''U Slice'' Specify how many horizontal slices the texture will be divided into. --''V Slice'' Specify how many vertical slices the texture will be divided into. --''Number of Total Frames'' Specify how many slices there are in total. --''Interval (sec)'' Specify the time it takes to advance to the next slice. --''Emissive Blink'' If there is an emissive specification, it can be blinked on and off. --''Speed'' Specify the emissive blinking speed. - ''Outlines'' Apply outlines to the area to which the material will be applied. #ref(Resouces_Materials_Outlines.png) --''Use Outlines'' If checked, outlines will be applied. ''&color(red){(!)}; '' The outline may break off in areas where the normals are sharply angled. If you are concerned about this, please adjust the normals at the corners of your model beforehand. We are considering the ability to apply smoothing on the Bakin side, but we expect it to be a trade-off for processing speed (because it determines the angle and applies smoothing automatically). --''Outline Thickness'' Assign the outline thickness. --''Outline Color'' Assign the outline color. -''Shaders'' For more information, please read the [[Shaders]] page. #ref(Materials Settings Shader_1.png) #br |''2dmap_skybox''|Render the skybox with a 2D texture for a spherical map.| |''a_n''|Render opacity. Physics-based shading, Albedo <Color>, Normal <Normal>| |''a_n_discard''|Render opacity. Physics-based shading, Albedo <Color>, Normal <Normal>, Discard Alpha| |''a_n_rm''|Render opacity. Physics-based shading, Albedo <Color>, Normal <Normal>, Mask <Roughness (Green), Metallic (Blue), Emissive (Red), Specular (Alpha)>| |''a_n_rm_discard''|Render opacity. Physics-based shading, Albedo <Color>, Normal <Normal>, Mask <Roughness (Green), Metallic (Blue), Emissive (Red), Specular (Alpha)>, Discard Alpha| |''a_n_rm_sss_discard''|This shader includes SSS elements in a_n_rm_discard.| |''a_n_rm_wind_discard''|This shader adds vertex animation by wind to a_n_rm_discard.| |''a_n_wind_discard''|This shader adds vertex animation by wind to a_n_discard.| |''character_create_hair''|Hair shader for characters. Overlay composite of vertex color and parameter hair color.| |''character_create_skin''|Skin shader for characters. Places parts such as eyes and mouth based on parameters from vertex coordinates.| |''cubemap_skybox''|Render the skybox with a cube texture for a spherical map.| |''decal''|Render decals. Physics-based shading, Albedo <Color>, Normal <Normal>, Mask <Roughness (Green), Metallic (Blue), Emissive (Red), Specular (Alpha)>, Discard Alpha| |''glass''|Environment maps can be rendered as reflective, glass-like textures. Rendered as translucent. No lighting is performed.| |''map''|It is a physics-based extension of the shader for non-physics-based rendering. Performs opaque rendering.| |''map_discard''|Based on the map shader, discard alpha (non-transparent) is performed. For example, the effect of leaves. Rendered as opaque.| |''map_nolit''|This shader does not perform lighting and does not apply an environment map; the color of the texture remains the same. It renders as opaque.| |''map_nolit_add''|No lighting or environment map is applied, and the texture is blended with the color of the texture as it is by add. It is rendered as translucent.| |''map_nolit_alpha''|No lighting or environment map is applied, and the texture is composited with the texture's alpha value, leaving the texture's color as it is. It is rendered as translucent.| |''map_nolit_discard''|Based on the map_nolit shader, discard alpha (non-transparent). Rendered as opaque.| |''map_nolit_modulate''|No lighting or environment map is applied, and the texture is blended by modulate with the color of the texture. Rendered as translucent.| |''map_notex''|Displays polygons using only vertex colors, without textures. Physics-based shading. Rendered as opaque.| |''map_terrain''|It will be rendered in the same way as the terrain. When a model is exported using the Map Editor's "Export Model" right-click context menu and placed on the map as a stamp, it can be used to match the appearance of the terrain.| |''map_wind_discard''|This shader adds vertex animation by wind to map_discard.| |''toon''|It creates a cartoon-like rendering with sharply defined shading.| |''transparent_normal _water''|Use the normal map to express the surface of the water. The result of the back rendering is used for the refraction representation.|