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FAQ
How do you add custom nodes into Material Maker?
Simple copy the data of the node or nodes into your clipboard and paste it into the graph view of Material Maker. In the lower right corner of Material Maker left of the FPS counter, there is an icon indicating whether the data in the clipboard can be pasted into the graph.
Why does the normal maps in Material Maker look strange?
Material Maker uses a normal map format where the blue channel is inverted, so it looks a bit different.
How do I export normal maps in the right format for my engine of use?
Material Maker will automatically convert the normal map connected to the Normal socket of the Material node from it's own format to the format of the export target you chooses when you export with the * File -> Export material * menu. You can also manually convert the Material Maker normal map into an OpenGL or DirectX normal map with the Convert Normal Map node. You can use this if you want to export the texture directly from the 2D Preview (right-click -> Export), but don't convert when connecting to the Normal socket of the Material Node.
How do I export texture files to an engine that doesn't have an export target built into Material Maker?
If this is a common format you feel should be built-in to Material Maker, you can suggest this on the Discord server or log a bug for it on GitHub. You can also make your own export targets, by customizing Material Node. https://rodzill4.github.io/material-maker/doc/material_nodes.html#creating-and-modifying-material-nodes
Can Material Maker generate non-square textures?
No, this is not yet supported, but probably will be eventually.
Why is nothing displayed in the 2D preview when I select the Material Node?
The output of the Material Node is what is displaced in the 3D Preview all the time. There is no way to represent the entire PBR material as a 2D texture in the 2D preview.