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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