User Tools

Site Tools


material_id_maps_knald_beta

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
material_id_maps_knald_beta [2015/12/01 23:20]
adavies [Material ID Maps]
material_id_maps_knald_beta [2016/03/19 22:38]
adavies removed
Line 1: Line 1:
 ====== Material ID Maps ====== ====== Material ID Maps ======
-Material ID maps are textures that contain RGB information based upon either separate mesh parts, exported/​embedded material data or Low Poly UV shells and are generated via Knald'​s [[the_baker_knald|baker]]. They are extremely useful for texturing purposes; allowing the user to create selection masks based upon different materials on a mesh.+Material ID maps are textures that are generated via Knald'​s [[the_baker_knald|baker]] ​& contain RGB information based upon the number of imported High Poly mesh parts, with each mesh being assigned a unique color. They are extremely useful for texturing purposes; allowing the user to create selection masks based upon different materials on a mesh.
  
-It is possible to assign a maximum of 255 unique colour values within a Material ID map, either allowing Knald to generate them automatically for you as the number of mesh part or UV shells increases ​or by using the color pickers found next to each High Poly mesh within the [[the_baker_knald#​bake_meshes_settings|Bake Meshes ​group]]. Black (0.0) is always used as the background color. ​+It is possible to assign a maximum of 255 unique colour values within a Material ID map, either allowing Knald to generate them automatically for you as the number of mesh parts increase ​or by using the color pickers found next to each High Poly mesh within the Material ID group. Black (0.0) is always used as the background color. ​
  
 They can be generated via from either of the following sources: They can be generated via from either of the following sources:
Line 8: Line 8:
   * **(*.fbx)** - Autodesk FBX.   * **(*.fbx)** - Autodesk FBX.
  
-[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​concavity_knald.jpg?|Concavity((Art courtesy of Jordan Cain http://​www.artofodd.com/​))}}]+[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​matid_knald_1.1.jpg?|Material ID((Art courtesy of Jordan Cain http://​www.artofodd.com/​))}}]
  
 [{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​material_id_baker.png?​nolink|Material ID Settings}}] [{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​material_id_baker.png?​nolink|Material ID Settings}}]
Line 14: Line 14:
  
 ---- ----
 +**Use Median Anti-aliasing** This check box is a toggle between Average & Median anti-aliasing.
 +  * Average: Results in a smooth blending of values between contiguous elements.
 +  * Median: Results in a hard edge between values of contiguous elements.
  
 **Source:** The method of generating the Material ID map. **Source:** The method of generating the Material ID map.
   * Mesh ID: Assigns one unique color per High Poly mesh.   * Mesh ID: Assigns one unique color per High Poly mesh.
-  * Material: Assigns colors based on exported or embedded material data. 
-  * UV Shells: Assigns one unique color per Low Poly UV shell. 
  
 +**Color Scheme** Allows you to choose how Knald assigns colors.
 +  * RGBCMY: Assigns values based on a the Red, Green, Blue, Cyan, Magenta, Yellow & White color swatch, with adjustments to hue & saturation for color separation.
 +  * From File: Load a custom swatch with user specific colors. Swatches should be 1px high with a single pixel per color.
 +  * Custom:
  
-[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​sci_fi_cavity.jpg?​nolink&​512|Concavity ​Map}}]+ 
 +[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​material_id_knald.png?​nolink&​512|Material ID Map}}]