Detail of AssetMode Interface

Main Interface Panel of AssetMode

Assetmode_ui_detail.png

Fig. 31 Main interface panel of assetMode

  • 1.Exit AssetMode and return to layer channel status.

  • 2.Rebuild the connection between the baked object and the original object.

  • 3.The device used for window preview.

  • 4.The window previews the number of samples.

  • 5.The model is colored with Flat.

  • 6.The model is shaded using Smooth.

  • 7.Enable the automatic smoothing function.

  • 8.Automatically smooth angles.

  • 9.Samples of render graph.

  • 10.Use the custom samples of render(9) to render the image.。

  • 11.Use the fastest samples of render (the render result is not exquisite, except for Shaded Effect).

  • 12.AssetMode option panel。

  • 13.The image switch displayed on the 3D window。

  • 14.The scale of the image displayed on the 3D window。

  • 15.Subdiv modifier effect switch when viewport preview。

  • 16.Subdiv modifier effect switch when render 。

Shaded Effect

Shaded_Effect_detail.png

Fig. 32 Shaded Effect panel

  • 1.Open the material editor.

  • 2.Reset to the default value.

  • Bump: Strengthen the light and shadow effect of the concave and convex of the model.

  • Top Light: Strengthen the light and shadow effect in the vertical direction of the model.

  • Color: Set the color of the light and shadow gradient change.

EdgeMask_Effect

EdgeMask_detail.png

Fig. 33 EdgeMask_Effect panel

  • 1.Open the material editor.

  • 2.Return to the default value.

  • Dark: Texture black intensity.

  • White: Texture white intensity.

  • Expansion: Control the edge effect at the junction of black and white.

  • NoiseLevel: white noise intensity.

  • Mask: Controls the threshold value of black and white colors.

  • NoiseType: EdgeMask Effect with 10 different effects.

Seamless Effect

Seamless_Effect_detail.png

Fig. 34 Seamless Effect panel

  • 1.Open the material editor.

  • 2.Return to the default value.

  • MMapping: Projection map coordinate values, left to right are X, Y, Z respectively, and top to bottom are position, rotation and scaling respectively.

  • Variability: Projection map coordinate variation value.

  • Pos: The positive and negative change value of the position.

  • Rot: The positive and negative change value of the rotation.

  • Scal: The positive and negative change value of scaling.

  • Blend Pattern: Fractal blending texture parameters (change the Variability value to non-zero to have an effect).

  • Smooth: Fractal texture smoothness.

  • Fragment: Fractal texture fragmentation.

  • Position: Fractal texture position.

  • Blur Pattern: Blur the fractal texture (it will only work after changing the Variability value to non-zero).

  • Amount: Blurred fractal texture intensity value.

  • Quality: Blur the fractal texture sample value (the larger the value, the finer it is).

AO Effect

AO_Effect_detail.png

Fig. 35 AO Effect panel

  • 1.Open the material editor.

  • 2.Reset to the default value.

  • Range: The grayscale range of the AO effect.

  • Min: The minimum threshold of the AO effect.

  • Max: The maximum threshold of the AO effect.

  • Quality: The quality of the AO effect.

  • Samples: The number of AO effect samples.

  • Distance: The distance at which other objects are considered to occlude the shading point.

  • Color: The color gradient corresponding to the AO effect.

Noise Effect

Noise_Effect_detail.png

Fig. 36 Noise Effect panel

  • 1.Open the material editor.

  • 2.Return to the default value.

  • 3.Noise texture grayscale value color effect.

  • 4.Noise texture hue value effect.

  • 5.Noise texture saturation value effect. .

  • Option: Noise parameter option.

  • Position: The displacement value of the Noise texture.

  • Scale: The scaling value of the Noise texture.

  • Detail: The detail value of the Noise texture.

  • Roughness: The roughness value of the Noise texture.

  • Distortion: The distortion value of the Noise texture.

  • Color: The color gradient corresponding to the Noise texture.

  • Mapping: The translation, rotation, and scaling mapping values ​​corresponding to the Noise texture. The first row is the translation value,

the second row is the rotation value, and the third row is the scaling value.

EdgeWear Effect

EdgeWear_Effect_detail.png

Fig. 37 EdgeWear Effect panel

  • 1.Open the material editor.

  • 2.Return to the default value.

  • 3.Noise texture mask intensity value.

  • 4.Copy the Noise texture parameters to the Noise Effect panel.

  • 5.Copy the texture parameters of the Noise Effect panel to this panel.

  • 6.Noise texture parameter panel storage switch.

  • Edge:Edge Wear effect edge parameters.

  • Radius: Edge width.

  • Strength: Edge strength value.

  • Noise: Noise texture parameter options, the explanation refers to the Noise Effect panel.

Scratches Effect

Scratches_Effect_detail.png

Fig. 38 Scratches Effect panel

  • 1.Open the material editor.

  • 2.Return to the default value.

  • 3.Noise texture mask intensity value.

  • 4.Copy the Noise texture parameters to the Noise Effect panel.

  • 5.Copy the texture parameters of the Noise Effect panel to this panel.

  • 6.Noise texture parameter panel storage switch.

  • Type: Scratch type and scratch repeat method.

  • Direction: edge direction.

  • Desity: Scratch density option.

  • Width: The scratch width value.

  • W: Widthwise, the transverse density of scratches.

  • L: Lengthwise, longitudinal density of scratches.

  • Shape: Scratch shape options.

  • Distort: ​​Scratch distortion value.

  • Amount: Distortion noise value strength.

  • Scale: Distortion noise scaling.

  • Roughness: Distortion noise roughness value.

  • Mapping: The translation, rotation and scaling mapping values ​​corresponding to the scratch texture,

the first row is the translation value, the second row is the rotation value, and the third row is the scaling value. * Color: The color gradient corresponding to the scratch texture. * Noise: Noise texture parameter options, the explanation refers to the Noise Effect panel.