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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

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: 2024-08-16
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