The Material Tag will be created automatically when you drag
and drop a material onto a polygon object in the object browser.
You cannot assign materials to other objects that aren't polygon
objects. The icon of the Material Tag will show a small preview
of the used material. When you delete a material in the material
browser all Material Tags which reference the material will be
deleted too.
Within the Material Tag the shading space will be determined
and a final transformation to the UV coordinates is possible
before being sent to the renderer. This last transformation of
the UV coordinates is especially useful for parametric polygon
objects when natural UV coordinates are used.
Multiple material per mesh
It is possible to allocate up to 16 different
materials per mesh. Use the independent polygon selections of
the raw
polygon object to constrain a material to a selection of
polygons from the entire mesh. See Example 3 for a step by step
explanation.
Attention: If you assign more than one material to one
single polygon then the right most Material Tag in the object
browser will be used for shading that polygon. For example, if
you have five Material Tags assigned to one mesh, and in the
last Material Tag shading selection
is set to all then all polygons will use
the material of the last Material Tag.
Properties
- Material: Links to the material
which is used for shading.
- Shading selection: Constrain the
material to a polygon selection. Use the index of the polygon
selection you used in the Polygonobject.
- Shading space: Determines if the
object will be shaded in world space or object space. See
Example 1 for a visual example of the difference between these
two shading spaces.
- Tangent space: Determines how the
shading tangents are computed. The shading tangents are mainly
needed for bump mapping.
- Offset: Translate the shading
space by offset.
- Rotation: Rotate the shading space
by rotation.
- Scale: Scale the shading space by scale.
- UV offset: Gives the uv coordinate
a final offset before being sent to the renderer.
- UV rotation: Gives the uv
coordinate a final rotation before being sent to the renderer.
- UV scale: Gives the uv coordinate
a final scale before being sent to the renderer.
Example 1
In this example you can see a rotated trunk with a
wood material added. If you shade in world space the wood
material will be calculated as if the tree trunk is standing
perpendicular to the earth. This behavior is often not what was
wanted. If we shade the trunk in object space the spading space
will be rotated with the trunk and we get the expected behavior.
The shading space could also be modified manually with the offset,
rotation and scale
properties.