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The Material Editor can be accessed when running either the Viewer or Development Mode from the following URLat the following addresses:
- Developer Mode: http://localhost:5397/materialeditor/index.html#/
- Scene Viewer: http://localhost:5396/materialeditor/index.html#/
Note the port can be configured in the appropriate configuration file. Look for UI port or similar.
You will be initially greeted with a list of all materials currently loaded. You can click on any material to be taken to the dedicated page to configure a material.
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Shader selection is quite simple. Just choose the shader you wish to use from the drop down list. All PBR shaders start with "L2IBL", and you can see more details at the shader definition pages.
Mapper is for the Specular probe assigned to this material. You can leave it blank by default and it will assign to the default probe. If you wish to assign a custom probe then you can do so here. (For example the interior of a garage).
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Beneath are some of the known issues with the Material Editor.
- The Material Editor will work with both the Scene Viewer and Dev Mode. However only one can be open at a time for it to work.
- For Materials to list, the GMT files must not be packed in MAS files
- You must save each material after modifying it to store it to JSON.
- At present it is not possible to modify transparency settings. If you are having issues here see the note beneath.
- At present it is not possible to modify advanced texture settings such as animation or mip mapping settings.
- If you re-export a mesh with different material settings, you need to delete any saved JSON files to see those changes.
- When changing shaders, material and texture flags do not get set. For most shaders this will not cause any issues. But for some it is necessary to set them in Max to get the appropriate flags assigned.
- There is no grouping of materials in the main list, cars are displayed after track materials with the safety car being the first car.
How to set Transparency Settings manually.
If you have problems saving transparency for now you just need to save the settings manually by editing the json file when you do not have the track loaded.
You can enable Alpha Test by adding "CUBETF_CHROMAKEY" flag to the albedo texture.
You can enable Alpha Blend by setting
- "dstBlend":"CUBEAB_INVSRCALPHA"
- "srcBlend":"CUBEAB_SRCALPHA"
- and adding "CUBEMAT_ALPHACHANNEL" to the Material Flags
Attached are examples of this.
View file name Materials.zip height 250