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*Materials [#nfa49cd0]
Under Materials in the Resource menu, you can configure d...
//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 ...
#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 th...
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.
#ref(https://rpgbakin.com/pukiwiki_en/?plugin=attach&refe...
#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...
-''Export Selected Elements''
Export the selected elements as an .exrbr file. If multip...
The .exrbr file is a file format that allows various reso...
- ''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...
- ''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 wo...
''&color(red){(!)};''When exporting a work as a published...
Therefore, resources that are used only by plug-ins insta...
**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...
-''Model Used for Preview''
You can assign a sphere, or a model or 3D stamp with the ...
**Material Settings [#hb1eb2cb]
This section provides detailed material settings.
#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 ...
-''Copy Button''
Copy the contents of “Rendering Stamps Settings”.
-''Paste Button''
Paste the contents of the copied “Rendering Stamps Settin...
-''Basic''
--''Rendering Order Offset''
The order of rendering can be controlled. The higher the ...
This function is only available when some shaders are sel...
--''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 no...
---''Double Sided'': Render both sides of the mesh. (Use ...
---''Front Face Culling'': The front side of the mesh is ...
---''Invisible'': Does not render the mesh.
--''Cast Shadow''
This setting determines whether or not this material cast...
--''Decal Target''
If turned on, the decal stamp will be projected onto the ...
Turn on if you want the decal to be reflected on objects ...
''&color(red){(!)};''As of Ver. 1.10, it has been confirm...
--''Linked to Building Lights''
The emissive setting of this material is enabled only if ...
Use for house windows, street lights, lamps, etc., where ...
("Map Settings > Rendering > Lights > Lights on Buildings")
--''Use Object Transparency''
Specify whether objects using this material should be mad...
This setting is valid only when "Use Object Transparency"...
-''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 ...
The UV of the model must be attached to the first slice i...
(This function does not scale texture coordinates.)
--''U Slice''
Specify how many horizontal slices the texture will be di...
--''V Slice''
Specify how many vertical slices the texture will be divi...
--''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 ...
--''Speed''
Specify the emissive blinking speed.
- ''Outlines''
Apply outlines to the area to which the material will be ...
#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 ...
If you are concerned about this, please adjust the normal...
We are considering the ability to apply smoothing on the ...
--''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_n''|Render opacity. Physics-based shading, Albedo <C...
|''a_n_discard''|Render opacity. Physics-based shading, A...
|''a_n_rm''|Render opacity. Physics-based shading, Albedo...
|''a_n_rm_discard''|Render opacity. Physics-based shading...
|''a_n_rm_sss_discard''|This shader includes SSS elements...
|''a_n_rm_wind_discard''|This shader adds vertex animatio...
|''a_n_wind_discard''|This shader adds vertex animation b...
|''character_create_hair''|Hair shader for characters. Ov...
|''character_create_skin''|Skin shader for characters. Pl...
|''cubemap_skybox''|Render the skybox with a cube texture...
|''decal''|Render decals. Physics-based shading, Albedo <...
|''glass''|Environment maps can be rendered as reflective...
|''map''|It is a physics-based extension of the shader fo...
|''map_discard''|Based on the map shader, discard alpha (...
|''map_nolit''|This shader does not perform lighting and ...
|''map_nolit_add''|No lighting or environment map is appl...
|''map_nolit_alpha''|No lighting or environment map is ap...
|''map_nolit_discard''|Based on the map_nolit shader, dis...
|''map_nolit_modulate''|No lighting or environment map is...
|''map_notex''|Displays polygons using only vertex colors...
|''map_terrain''|It will be rendered in the same way as t...
|''map_wind_discard''|This shader adds vertex animation b...
|''toon''|It creates a cartoon-like rendering with sharpl...
|''transparent_normal _water''|Use the normal map to expr...
End:
*Materials [#nfa49cd0]
Under Materials in the Resource menu, you can configure d...
//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 ...
#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 th...
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.
#ref(https://rpgbakin.com/pukiwiki_en/?plugin=attach&refe...
#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...
-''Export Selected Elements''
Export the selected elements as an .exrbr file. If multip...
The .exrbr file is a file format that allows various reso...
- ''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...
- ''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 wo...
''&color(red){(!)};''When exporting a work as a published...
Therefore, resources that are used only by plug-ins insta...
**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...
-''Model Used for Preview''
You can assign a sphere, or a model or 3D stamp with the ...
**Material Settings [#hb1eb2cb]
This section provides detailed material settings.
#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 ...
-''Copy Button''
Copy the contents of “Rendering Stamps Settings”.
-''Paste Button''
Paste the contents of the copied “Rendering Stamps Settin...
-''Basic''
--''Rendering Order Offset''
The order of rendering can be controlled. The higher the ...
This function is only available when some shaders are sel...
--''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 no...
---''Double Sided'': Render both sides of the mesh. (Use ...
---''Front Face Culling'': The front side of the mesh is ...
---''Invisible'': Does not render the mesh.
--''Cast Shadow''
This setting determines whether or not this material cast...
--''Decal Target''
If turned on, the decal stamp will be projected onto the ...
Turn on if you want the decal to be reflected on objects ...
''&color(red){(!)};''As of Ver. 1.10, it has been confirm...
--''Linked to Building Lights''
The emissive setting of this material is enabled only if ...
Use for house windows, street lights, lamps, etc., where ...
("Map Settings > Rendering > Lights > Lights on Buildings")
--''Use Object Transparency''
Specify whether objects using this material should be mad...
This setting is valid only when "Use Object Transparency"...
-''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 ...
The UV of the model must be attached to the first slice i...
(This function does not scale texture coordinates.)
--''U Slice''
Specify how many horizontal slices the texture will be di...
--''V Slice''
Specify how many vertical slices the texture will be divi...
--''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 ...
--''Speed''
Specify the emissive blinking speed.
- ''Outlines''
Apply outlines to the area to which the material will be ...
#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 ...
If you are concerned about this, please adjust the normal...
We are considering the ability to apply smoothing on the ...
--''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_n''|Render opacity. Physics-based shading, Albedo <C...
|''a_n_discard''|Render opacity. Physics-based shading, A...
|''a_n_rm''|Render opacity. Physics-based shading, Albedo...
|''a_n_rm_discard''|Render opacity. Physics-based shading...
|''a_n_rm_sss_discard''|This shader includes SSS elements...
|''a_n_rm_wind_discard''|This shader adds vertex animatio...
|''a_n_wind_discard''|This shader adds vertex animation b...
|''character_create_hair''|Hair shader for characters. Ov...
|''character_create_skin''|Skin shader for characters. Pl...
|''cubemap_skybox''|Render the skybox with a cube texture...
|''decal''|Render decals. Physics-based shading, Albedo <...
|''glass''|Environment maps can be rendered as reflective...
|''map''|It is a physics-based extension of the shader fo...
|''map_discard''|Based on the map shader, discard alpha (...
|''map_nolit''|This shader does not perform lighting and ...
|''map_nolit_add''|No lighting or environment map is appl...
|''map_nolit_alpha''|No lighting or environment map is ap...
|''map_nolit_discard''|Based on the map_nolit shader, dis...
|''map_nolit_modulate''|No lighting or environment map is...
|''map_notex''|Displays polygons using only vertex colors...
|''map_terrain''|It will be rendered in the same way as t...
|''map_wind_discard''|This shader adds vertex animation b...
|''toon''|It creates a cartoon-like rendering with sharpl...
|''transparent_normal _water''|Use the normal map to expr...
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