This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
专业(SIM)
UnigineEditor
界面概述
资源工作流程
版本控制
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Materials Conversion

Manual Reparent from mesh_base to Graph#

If you have a material inherited from the mesh_base parent material and you want it to derive from a graph-based material, you need to make a reparenting.

Warning
Before you start reparenting we strongly recommend you to make a backup of your projects or use a Version Control System.

If the names of parameters in the new base graph material are the same as in the old mesh_base all the previous values will be set for them automatically. Here is the list of the most common parameters that were used in the default mesh_base material:

Notice
The parameters in your new base graph material must be named exactly like that (including the case) in order for reparent to work properly and keep parameter values.
  1. Common
    1. albedo
    2. albedo_color
    3. metalness
    4. roughness
    5. specular
    6. microfiber
    7. auxiliary
    8. translucent
    9. displacement
    10. tesselation_density_map
    11. ambient_occlusion
    12. diffuse_color
    13. specular_color
    14. gloss
    15. normal_scale
    16. translucent
    17. transparent
    18. transparent_pow
    19. opacity_fresnel
    20. opacity_fresnel_pow
    21. uv_transform
    22. ao_uv_transform
    23. triplanar_blend
    24. mip_bias
  2. Detail
    1. detail_diffuse
    2. detail_albedo
    3. detail_normal
    4. detail_mask
    5. detail_albedo_color
    6. detail_metalness
    7. detail_roughness
    8. detail_specular
    9. detail_microfiber
    10. detail_diffuse_color
    11. detail_specular_color
    12. detail_gloss
    13. detail_uv_transform
    14. detail_triplanar_blend
    15. detail_visible
    16. detail_visible_threshold
    17. detail_albedo_color_visible
    18. detail_metalness_visible
    19. detail_roughness_visible
    20. detail_specular_visible
    21. detail_microfiber_visible
    22. detail_diffuse_color_visible
    23. detail_specular_color_visible
    24. detail_gloss_visible
    25. detail_normal_visible
    26. detail_mask_uv_transform
    27. detail_mask_triplanar_blend
    28. detail_angle_fade
    29. detail_angle_fade_threshold
  3. Emission
    1. emission_color
    2. emission_scale
    3. emission_uv_transform
    4. emission_triplanar_blend
  4. Bevel
    1. bevel_scale
    2. bevel_uv_transform
    3. bevel_triplanar_blend
  5. Curvature
    1. curvature_scale_cavity
    2. curvature_scale_convexity
    3. curvature_uv_transform
  6. Parallax
    1. parallax_scale
    2. parallax_min_layers
    3. parallax_max_layers
    4. parallax_noise
    5. parallax_cutout_uv_transform
  7. Tessellation
    1. tessellation_smoothness
    2. tessellation_scale
    3. tessellation_vector_scale
    4. tessellation_mid_point
    5. tessellation_texture_exp
    6. tessellation_shadow_offset
    7. tessellation_factor
    8. tessellation_density
    9. tessellation_shadow_factor
    10. tessellation_shadow_density
    11. tessellation_distance_falloff_near
    12. tessellation_distance_falloff_far
    13. tessellation_distance_falloff_exp
    14. tessellation_distance_falloff_max_mip
    15. tessellation_culling_near
    16. tessellation_culling_back_face
    17. tessellation_culling_screen_border
    18. tessellation_shadow_culling_back_face
    19. tessellation_shadow_culling_screen_border
  8. Refraction
    1. refraction_ior
    2. refraction_ray_length
    3. refraction_normal_map
  9. Noise 2D
    1. noise_2d_scale
    2. noise_2d_uv_transform
  10. Noise 3D
    1. noise_3d_scale
    2. noise_3d_transform
  11. Planar Reflection
    1. reflection_viewport_mask
    2. reflection_distance
    3. reflection_distance_scale
    4. reflection_pivot_rotation
    5. reflection_pivot_offset

There are the following ways to manually reparent a material:

  • Use the reparent feature in the Materials window of UnigineEditor. To reparent select the material(s) inherited from the mesh_base in the hierarchy and drag it with the left mouse button pressed to the desired graph-based material.

  • The alternative way to reparent materials is via the Ctrl+P hotkey (first selected materials wll be reparented to the last one selected before the hotkey was pressed).

After reparenting the old materials are deleted and the new ones are created in place of them. Now you can freely rename the parameters in the newly reparented graph materials.

Converting to Unique Graph#

If you want to make some material inherited from mesh_base into a unique graph material at the top level of hierarchy, you must reparent it to some graph base material and then in the context menu (available on the right mouse click) select Convert To Unique Graph.

Warning
In this case, the material will be turned into a default template material and won't preserve previous parameters and any logic. We are working on a smart conversion which must be available later.
Last update: 2023-06-23
Build: ()