To take these all into account, the red, green, and blue channels of the gloss map image each correspond to a separate part. However, there are multiple factors to shininess. The gloss map is what lets you simulate a shiny surface. The solid shader also supports colorization (see Colorization below). It supports a number of options to enhance the look of textures and is recommended for most special effects. This shader is used for most textures, and is the default option if no shader is explicitly selected. The shader is selected using the drop-down Shader menu in the ‘Display’ section of the Antarctica/SuperTuxKart Properties panel. They can do all sorts of things, so picking the right one is important. Shaders are little programs that control how things are rendered in the scene. Textures not from the media repository will have to be configured in the Antarctica/SuperTuxKart Properties panel. The materials are already configured in materials.xml in the textures folder of the stk-assets repository and will not be configurable through the Antarctica/SuperTuxKart Properties panel. If you used textures from the media repository, you don’t have to worry about materials. This article only discusses the ‘Display’ section. These reside in the Interaction section of the SuperTuxKart Image Properties panel (replaces every occurrence of the the Antarctica/SuperTuxKart Properties panel for this page), and are discussed in other articles. Several other features, including special effects and physics properties also piggyback on SuperTuxKart’s materials system. The latter is preferred, as its appearance is generally closer to what is shown in-game, with the notable exception of when vertex colors and image textures are mixed together. To preview how materials would look like in-game, change the Viewport Shading settings to use either Solid mode with the color set to Texture or Material Preview mode. The material whose name ends with a later letter in A to Z manner is where the configuration will be taken from. If an image is used in multiple materials, only one of these configurations will have any effect in-game. Configurations are stored on a per-material basis, rather than on a per-image basis as had happened in Blender <= 2.79. It is located in the Material Properties section, but not in the same place for normal configuration of Blender materials. The following shader nodes are not actually used during the export process, but may help in previewing what a material will look like in-game:įor the Principled BSDF shader, the following inputs are recognized (other inputs are ignored):įor the actual configuration of materials, the Antarctica/SuperTuxKart Properties panel contains all of the relevant options. The full suite of shader nodes is currently unsupported (they are simply ignored in most cases) only a select few are recognized during the export process: To learn more about how to use nodes, visit the Blender manual. Unlike older versions, usage of this node-based system is mandatory, but it is possible to get away from dealing with nodes if basic single-image configurations are all that is needed. The Blender material system is used to configure the appearance of image textures that can appear on meshes.
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