Sgsdk_SetTextureOutputDirectory "D:\\CubeExample\\OutputTextures\\" Sgsdk_ConnectNodeToChannel MyBumpTexture MyPhysicalMaterial "bump" Sgsdk_ConnectNodeToChannel MyBaseColorTexture MyPhysicalMaterial "base_color" MyBumpTexture = sgsdk_CreateShadingTextureNode "bump_map" MyBaseColorTexture = sgsdk_CreateShadingTextureNode "base_color_map" MyPhysicalMaterial = sgsdk_CreateMaterialMetadata "MyPhysicalMaterial" MaterialName in this case is the name of the Physical Material in the 3ds Max material browser/editor, usually something like '01 - default' for new materials. The line below tells the Simplygon plug-in that there's a shading network available for the specific material. The first thing we need to do to create a shading network is to specify the material name we want to override. Now that we have all available material properties, let's head over to the export section and do some prototyping! # Export No automatic back mapping as there is no texture slot in Physical Material Not required (changes the view mode of the material) To map a specific material property to Simplygon we need to identify the name of the Physical Material we want to override, as well as the material properties we are interested in, here's a list of "Physical Material" properties that we've gathered so far: Type To translate a Physical material to a Simplygon material you would most likely want to extract certain properties from your material. It is recommended to read Shading network concepts and Simplygon Shading Network functions before proceeding. This section goes through how to map Physical material properties to Simplygon and back through scripting and shading networks. The Physical Material is the new standard material in Max 2021 and later, and although we have a basic implementation for mapping most properties there might be a need for customizing material channels. # Physical material to Simplygon material
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