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Mesh Metadata

Materials

Material metadata defines texture, TD material, submaterial, color channels, and much more. For simpler models, most of the time, you want to omit this data and use the default flow of the model converter or use material values from the USF sample.

auxiliaryTextures = {
   mask = {
      textureName = ""
      tilingU = 1.000000
      tilingV = 1.000000
      uvSetIdx = -1
   }
}
colorSets = [
]
dynamicParameters = [
]
extraUVData = {
   uvSetIdx = -1
}
extraVertexColorData = {
   colorA = {
      colorSetIdx = -1
   }
   colorB = {
      colorSetIdx = -1
   }
   colorG = {
      colorSetIdx = -1
   }
   colorR = {
      colorSetIdx = -1
   }
}
layers = [
   {
      albedo_tint = [
         255,
         255,
         255,
         255
      ]
      blending = {
         heightmap = {
            colorSetIdx = -1
            invert = 0
            softnessMultiplier = 1.000000
            useHeightmapBlending = 0
         }
         normalAdditiveBlend = 0
         upVector = {
            angle = 90.000000
            enabled = 0
            falloff = 0.000000
         }
         weights = {
            colorSetIdx = -1
            multiplier = 1.000000
            useFromLayerAlpha = 0
            useFromMaskChannel = -1
         }
      }
      heightmapOverride = ""
      heightmapUVOverride = {
         enabled = 0
         tilingU = 1.000000
         tilingV = 1.000000
         uvSetIdx = -1
      }
      isVisible = 1
      subMaterial = "default"
      textureName = "ch_titus_jetpack_02"
      tilingU = 1.000000
      tilingV = 1.000000
      type = 0
      uvSetIdx = 0
   }
]
material = {
   name = "ch_titus_jetpack_02_mat0"
   parent = ""
   subMaterial = ""
   type = 0
   version = 2
}
occlusion = {
   occlusionTexture = {
      colorSetIdx = -1
      isVisible = 1
      textureName = ""
      tilingU = 1.000000
      tilingV = 1.000000
      uvSetIdx = -1
   }
}
parallax = {
   baseLayerParallax = {
      colorSetIdx = -1
      textureName = ""
      tilingU = 1.000000
      tilingV = 1.000000
      uvSetIdx = 0
   }
   parallaxSettings = {
      enableSecondParallaxLayer = 0
      flatten = {
         colorSetIdx = -1
      }
      overrideSecondParallaxTexture = 0
   }
   secondLayerParallax = {
      colorSetIdx = -1
      textureName = ""
      tilingU = 1.000000
      tilingV = 1.000000
      uvSetIdx = 0
   }
}
reliefNormalmaps = {
   macro = {
      end = 0.000000
      falloff = 5.000000
      isVisible = 1
      scale = 1.000000
      start = 0.000000
      textureName = ""
      tilingU = 1.000000
      tilingV = 1.000000
      uvSetIdx = -1
   }
   micro1 = {
      end = 0.000000
      falloff = 5.000000
      isVisible = 1
      scale = 1.000000
      start = 0.000000
      textureName = ""
      tilingU = 1.000000
      tilingV = 1.000000
      uvSetIdx = -1
   }
   micro2 = {
      end = 0.000000
      falloff = 5.000000
      isVisible = 1
      scale = 1.000000
      start = 0.000000
      textureName = ""
      tilingU = 1.000000
      tilingV = 1.000000
      uvSetIdx = -1
   }
}
transparency = {
   colorSetIdx = -1
   dirtModifyAlpha = 0
   enabled = 0
   multiplier = 1.000000
   sources = 0
   useBlendMaskAlpha = 0
}
uvSets = [
   {
      isUsedInLayersOnly = 1
      name = "map1"
   }
]

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