Material Editor

Explanation

Each object with a geometry and a renderer have at least one material. They can also have multiple materials affected to some parts of the geometry (like surfaces).

Here is a screenshot of the a material edition:

 

Parameters

Changing a parameter will modify the material in real time. For a demo of each parameter, please watch this demo video.

 

name

The name of the material. You can change it to whatever ou like.

color

The main RGBA color of the object. You can change it by clicking the color button. This will deploy a color picker. Alpha will make the object transparent.

specularColor

The specular RGBA color of the material. You can change it by clicking the color button. This will deploy a color picker. Alpha will adjust the specular's intensity.

shininess

The specular strengh. Higher values lead to smaller specular, like metals, lower lead to wider specular, like skin.

textureName

The main texture of the object. Click on the button to change it.

reflectionTextureName

The reflection texture of the material. Click on the button to change it. It is better to choose a cubemap to achieve a better effect.

reflectionColor

The RGBA tint of the reflection texture. You can change it by clicking the color button. This will deploy a color picker. Alpha will adjust the reflection effect's intensity.

backlighting

The backlighting strenght. Backlighting can be used to fake transluscency. Use 0 to disable.

 

 

Color Picking

When you click on the button next to any color parameter, a color picker will drop down to let you change the parameter. 

 

GRADIENT PANEL

Left mouse-click on the gradient panel to quickly choose the RGB values of the color.

BUTTONS

Use the  buttons or slider for each component (RGBA) to change it's value more precisely.

 
  

Texture Selection

Clicking the button next to any texture parameter will display the texture selection window. Simply click on any texture to affect it to the parameter.

Use scrollbars to look in the texture library imported with the table.

 

Automatic Shaders

In Unit3D Pinball, the shader applyied to an object is choosed automatically from analysing it's different paramters. For example, there is no need to use a costly reflective shader if the object has no reflection texture. This is what we call "managed shaders". Criterions are transparency, texturing, reflection and backlighting.
Any coimbination of these criterion leads to one optimized shader. Thus, when the user push the transparency slider down, the shader is automatically updated.

 

Saving  

To save the transform modifications you made, click on the "Save modification Transform" button.
This will create/overwrite a modified_materials.xml next to the table file.

 
 

Todo

  • Custom shaders
  • Texture importing
  • Preview of cube maps
  • Specular bug correction (glitches)
  • Saving success/fail message box