![]() To exit the view simply use Cleanup or Apply the textures. Dynamically adapts for packed maps where an extra RGB channel list is shown to display each grayscale map. Previews the currently selected map on the model. You can tweak the prefixes to match your filenames accordingly. Individual texture map prefixes based on the preset. $textureSet is a special value that figures out different Texture Sets based on the sub-mesh name, and should generally be preferred. The name portion that is shared between your texture files. ![]() Supports the most common texture presets. Note: doesn’t support sub-folders.Ĭhanges the Texture Prefix List based on the Preset. You can also write “Base_Color” or “Color”, both are valid.ĭefines the name for the Diffuse Map “suffix_name”.ĭefines the name for the Displacement Map “suffix_name”.ĭefines the name for the Emissive Map “suffix_name”.ĭefines the name for an Extra Map “suffix_name”.ĭefines the name for the Microsurface Map “suffix_name”.ĭefines the name for the Reflection Map “suffix_name”.ĭefines the name for the Reflectivity Map “suffix_name”.ĭefines the name for the Secondary Reflection Map “suffix_name”.ĭefines the name for the Surface Map “suffix_name”.ĭefines the name for the Transparency Map “suffix_name”. This is the common name + suffix name, for instance (“$mesh_$textureSet_Height”) gets the Height Map.ĭefines the name for the Albedo Map “suffix_name”. You can also write “$mesh” or “$textureSet” (Substance Painter). ![]() You can “Save” or “Load” you own Presets. Use this to import your Texture Name Presets. Occlusion MapDefines the name for the Occlusion Map “suffix_name”. The gloss or roughness map is stored in the alpha channel of the specular or metalness map respectively.ĭetermines how soft the masking blending falloff is.ĭetermines the point in the heightmap where the additional layer begins to appear.ĭetermines how many times the layer tiles. This is a slot for the specular or metalness map (depending on which variation of the shader you’re using). The alpha channel stores a height map which controls the blending behavior for the second and third layers. This is a slot for the albedo map, AKA diffuse or color map. When enabled, a color coded debug mode is rendered to visualize the masking. When enabled, the per-layer heightmaps are reversed. This can be used in addition to the Mask Map. The red and green channels of the vertex data control the second and third layers respectively. When enabled, vertex color data is used for masking. When enabled, the secondary UV set is used for masking. The red and green channels of the mask control the second and third layers respectively. This is a slot for the global mask or splat map. Used for coloring overall stiffness of vegetable.ĭetermines stiffness of Detail effect. Pushes lighting further around the light terminator, simulates subsurface scattering.ĭetermines the shadows casted onto the material.ĭetermines stiffness of Branch effect. This effect is additive to the branch effect. The detail effect is applied to vertices with red vertex color. Used for up and down.ĭetermines the strength of the detail animation effect.ĭetermines the speed at which the detail effect loops. The branch effect is applied to the entire mesh using the blue vertex color for stiffness. The branch effect requires vertex data in the blue channel.ĭetermines the speed at which the branch effect loops. If your submission is approved, we will add it to our Add-on Library.ĭetermines the speed at which the wind effect loops.ĭetermines how much the foliage will bend in the wind.ĭetermines the strength of the branch animation effect. Please include a link to your asset, along with your name and a link to your portfolio or website. Lastly, once you’re sure that your asset is working as expected, send an email to the title Asset Submission and we will review it. Additionally, Gumroad provides content creators the ability to sell or receive donations for their hard work. Gumroad provides a great platform that enables you to update your asset if you need to fix bugs or add new features. ![]() Secondly, we recommend that you upload your asset to Gumroad or a similar service. If you need help testing, post your asset on the Toolbag 3 User Group, or on Polycount. We recommend testing your shaders and plugins on both Mac and Windows. 1) Testįirstly, make sure that your asset is thoroughly tested. Have you created a custom shader or Python plugin that you would like to share with the world? If so, read the following guide to learn how to submit your asset.
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