![]() Metalness: 'metalness', 'metallic', 'metal', 'm'.Diffuse / Albedo / Base Color: 'diffuse', 'albedo', 'basecolor'. ![]() These are the strings we look for in the suffix: ![]() If the model has only one material, we will apply textures based on the shader name match regardless of the material's name or the position of the string in the name of the image file. For example, if you have a material named " Material1", you could name your textures like " Material1_diffuse.png", " Material1_metallic.png", etc.Īvoid material names with special characters, especially periods '.', underscores '_', and hyphens '-' because it can break the match.Īvoid material names with matching substrings, for example "handle" and "woodenhandle" in the same scene. The format is " MaterialName_suffix.extension". Use our texture naming conventions to help us automatically choose settings and apply textures to the right shader slots. If you experience issues with compression artifacts, especially on normal maps ("blocky" or "pixelated" textures, please see this post. ![]() 3D Settings always uses full resolution, uncompressed textures. Textures are re-processed each time you change Material settings, with a small delay. For performance reasons, non-"power of 2" textures will not be used the viewer uses to the closest, smaller version. ![]()
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