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|Name=Material Set | |Name=Material Set | ||
}} | }} | ||
Material set allows for switching the list of materials being used on a mesh dynamically at any given moment. It also allows for lengthening or shortening the list in real time, which can be used to [[Things_to_Avoid#Material "Stacking"|material stack (things to avoid)]]. | |||
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{{Table ComponentFields | {{Table ComponentFields | ||
|ActiveSetIndex|Int| The index into the Sets list of the materials to apply to the target renderer. | |ActiveSetIndex|Int| The index into the Sets list of the materials to apply to the target renderer. | ||
|Target|SyncAssetList`1| | |Target|{{RootFieldType|DriveRef`1|[[Type:SyncAssetList`1|SyncAssetList`1]]<[[Type:Material|Material]]>}}|TypeAdv1=true| The list of materials in a renderer to swap out. | ||
|Sets|SyncList`1| | |Sets|{{RootFieldType|SyncList`1|[[Type:SyncAssetList`1|SyncAssetList`1]]<[[Type:Material|Material]]>}}|TypeAdv2=true| The list of lists of materials in a renderer to swap out. | ||
}} | }} | ||
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== Usage == | == Usage == | ||
Attach this component to the same slot as a [[Component:MeshRenderer|Mesh Renderer]] or a [[Component:SkinnedMeshRenderer|Skinned Mesh Renderer]] and hit the <code>Setup From Mesh Renderer()</code> [[Sync Delegate|sync delegate]] to attach it to the material list. Next add a list ([[Type:SyncAssetList`1|SyncAssetList`1]]<[[Type:Material|Material]]>) of each material list to <code>Sets</code> you want to switch between. Lastly use <code>ActiveSetIndex</code> to switch between each list in <code>Sets</code> for <code>Target</code>. | |||
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== Examples == | == Examples == | ||
Can be used to switch a material set on an avatar to make them change material types ([[Component:XiexeToonMaterial|toon]] to [[Component:PBS Metallic|pbs metallic]]) or from active camo to not active camo, etc. | |||
[[Category: | [[Category:Components:Rendering:Drivers{{#translation:}}|Material Set]] | ||
[[Category:Components{{#translation:}}|Material Set]] | |||
[[Category:Components: |
Latest revision as of 21:25, 28 October 2024
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Material set allows for switching the list of materials being used on a mesh dynamically at any given moment. It also allows for lengthening or shortening the list in real time, which can be used to material stack (things to avoid).
Fields
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. |
ActiveSetIndex
|
Int | The index into the Sets list of the materials to apply to the target renderer. |
Target
|
direct DriveRef`1<SyncAssetList`1<Material>> | The list of materials in a renderer to swap out. |
Sets
|
list of SyncAssetList`1<Material> | The list of lists of materials in a renderer to swap out. |
Usage
Attach this component to the same slot as a Mesh Renderer or a Skinned Mesh Renderer and hit the Setup From Mesh Renderer()
sync delegate to attach it to the material list. Next add a list (SyncAssetList`1<Material>) of each material list to Sets
you want to switch between. Lastly use ActiveSetIndex
to switch between each list in Sets
for Target
.
Examples
Can be used to switch a material set on an avatar to make them change material types (toon to pbs metallic) or from active camo to not active camo, etc.