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ADN Materials editor 1.1 R3 is out (update 08/26/2010)


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Thanks, I'm not very good in english and what do you mean by the rep systems no longer a feature. ?

 

Nicolas

 

 

 

There was a reputation system and you could click a button to add a positive reputation point to someones reputation score (used to be able to add a negative point but a few cried about that) ... so all I can do at the moment is say +1 not actually give a +1 lol ...

 

Great tool though, and Josh should consider adding it to the official release.

 

And thank you for sharing it Icare.

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is there any chance to remove additional light in free camera mode please? :)

I think final result for shader is without this light.

post-50-091462300 1283161837_thumb.jpg

post-50-079937600 1283161849_thumb.jpg

Omid Saadat

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Nice tool, easy and fun to use.

Thanks ICare!

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I used the editor now for some basic materials and it's working very well.

 

One thing I don't like is the automated copying of textures to the material folder. A switch in the Settings if I want itor now would be nice. In some situations it's cool to have such auto-copy feature but mostly I do my texture in Photoshop, save it at the right spot, do the material then. So it#s saved to the right folder anyways. Plus I seperate the material folder from my texture folder in most cases. :blink:

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I was wondering if an artist can help me in understanding ADN Materials Editor.

 

I have the following textures for a model I am using and I am guessing which channels they should go in on ADN Materials Editor.

My guesses are on the right side of the arrow:

 

cactus1_color.dds -> Diffuse map

 

cactus1_H.dds (Height) -> bump map

 

cactus1_s.dds (Specular) -> Specular/parallax map

 

I assume the 'Cube map' section is for reflection images.

 

I also have

 

cactus1_N.dds (Normal) -> ? Can this be used in LWs instead of height or bump maps? Is it the best one to use?

 

 

And I have this file:

 

LMA_cactus12.dds (Light map)

 

It was generated by pureLIGHT and I want to use it. So I was wondering, which section should I put it in? There are only 4 sections available. Is 4 the maximum for Leadwerks?

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just as you told, you should use your normal texture (cactus1_N.dds) in bump secsion. "not height/bump texture"

other things are correct.

and I have no Ideas about lightmap! :)

Omid Saadat

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You should export the leadwerks project from within purelight, and look at that mat file. It should help you understand what shaders to use, and if so, enter them yourself into your ADN created mat file. along with the texture slot and name at the top (like the diffuse texture line for example) :)

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I have one other question:

 

This line appears in the file:

 

SetShaderFloat(GetMaterialShader(mymaterial),"alphatest",0.50)

 

Should this be placed in the Lua file, for when the model is created?

 

 

 

just as you told, you should use your normal texture (cactus1_N.dds) in bump secsion. "not height/bump texture"

other things are correct.

and I have no Ideas about lightmap! :)

 

Thanks omid3098.

 

I wonder if I should ask Josh about this one? As he integrated it with LWs.

 

And I have this file:

 

Quote

LMA_cactus12.dds (Light map)

 

 

It was generated by pureLIGHT and I want to use it. So I was wondering, which section should I put it in? There are only 4 sections available. Is 4 the maximum for Leadwerks?

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You should export the leadwerks project from within purelight, and look at that mat file. It should help you understand what shaders to use, and if so, enter them yourself into your ADN created mat file. along with the texture slot and name at the top (like the diffuse texture line for example) ;)

 

 

This is what pureLIGHT creates. As you can see, it is very basic and they said you have to create the material yourself:

 

texture0="abstract::cactus4_color.dds"

texture1="LMA_cactus12.dds"

shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_gi.frag"

 

I found the "LMA_cactus12.dds" part which is the light map, is appearing in the 'bump map' channel on ADN Materials editor. I also found that when a light appears in my scene, the part of the light that intersects with my model turns it black.

 

I just tried using the settings omid3098 approved of and it looks fine in ADN, but in the LWs Editor it appears as black when a light is on it. When there is no light shining on it it works. :) So I am a little confused.

 

 

This is the mat file I generated using ADN:

 

***********************************************************************

Material Generated by ADN 1.1

Parameters

 

SetShaderFloat(GetMaterialShader(mymaterial),"alphatest",0.50)

***********************************************************************

texture0="abstract::cactus4_color.dds"

clamp0=0,0,0

texture1="abstract::cactus1_n.dds"

clamp1=0,0,0

texture2="abstract::cactus1_s.dds"

clamp2=0,0,0

color=1.00000000,1.00000000,1.00000000,1.00000000

blend=0

depthmask=1

depthtest=1

alphatest=1

overlay=0

zsort=0

cullface=0

castshadows=1

specular=1.00000000

bumpscale=2.19000006

gloss=0.500000000

shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specularmap_alphatest.frag"

shadowshader="Abstract::mesh_shadow.vert",""

 

 

EDIT:

 

I think I understand what to do now. It is something to do with this:

 

"abstract::mesh_diffuse_gi.frag"

 

I just did a search on 'gi' in the shaders.zip and found this:

 

mesh_diffuse_specularmap_gi_alphatest.frag

 

So I will try using that instead of :

 

mesh_diffuse_bumpmap_specularmap_alphatest.frag

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If I understand everything, you want to put a shadow map on your model. I have no idea how we can do it.

 

It will be more simple, if you post all yours textures and mesh, I will be able to make some tests...

 

Does the material is ok on the model on ADN material?

 

don't forget, that if you use ADN you must use shader.pak that is give with it

 

 

 

SetShaderFloat(GetMaterialShader(mymaterial),"alphatest",0.50)

=> is the extrat parameters for you material, so you mest set this value, where mymaterial is the material of you object, that you can obtain by mesh.GetMaterial

 

Nicolas

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Hi Nicolas,

Thanks for replying. I've continued my quest here:

 

http://leadwerks.com/werkspace/index.php?/topic/2720-with-light-object-is-black/page__gopid__25343#entry25343

 

We think there is something wrong with the normal map. Either that or it is the way I have set up the shaders, when it comes to the normal map.

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I found the "LMA_cactus12.dds" part which is the light map, is appearing in the 'bump map' channel on ADN Materials editor. I also found that when a light appears in my scene, the part of the light that intersects with my model turns it black.

 

 

Ah, if you export the scene from purelight and open that in leadwerks, you see the directional light has a different name to normal. Maybe this is why you have a problem? As you say you, you should ask Josh. He knows best.

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Ah, if you export the scene from purelight and open that in leadwerks, you see the directional light has a different name to normal. Maybe this is why you have a problem? As you say you, you should ask Josh. He knows best.

 

Thanks Richard, I didn't notice that.

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  • 1 month later...

Tried to use cubemaps on a car paint material but it failed.

Editor crashes with this message: Error: Shader file "abstract::AP_diffuse_cubemap.frag" not found.

 

Do I have to copy something from ADN to my Leadwerks Dir?

 

This is also not working: SetShaderFloat(GetMaterialShader(mymaterial),"alphatest",0.50)

 

Regardless if i replace "mymaterial" with the material name.

Maybe I did something wrong. So pointing me in the right direction would be nice. :)

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