Instead of using the Phong shader in your 3D modeling tool, you can use the Materials Settings panel to apply shaders and texture maps to objects.
- Click Import > 3D Model in the top toolbar. See Uploading items in Sansar.
- When the Import 3D Model panel appears, you will need to select a .fbx file first to upload. Under 3D model file, click Browse and choose a 3D model (.fbx or .obj) from your computer.
- Once a file is selected, click the Materials Settings button to access the Materials Settings panel.
The upload panel once a .fbx file has been selected from your local drive.
You can access Materials Settings on objects that have been placed in a scene. Note that you cannot currently take objects from a scene back into your inventory, so there is no way to save and reuse changes you make to an object in this way:
- Find the object in the Scene Objects panel.
- Right-click the object's name and choose Materials...
|Note: When changing materials settings for an object that is already in a scene, those changes are previewed on the object. The changes are reverted if you close the Materials Settings panel by clicking Cancel.|
|Accessing the Materials Settings panel for an object that is already in the scene.|
The Materials Settings panel.
The Loaded materials list shows the materials applied to the model at the time of upload. If no materials are assigned, a single default material is applied to all parts of the model. Select each material to assign a shader and texture maps to each.
The Use shader dropdown lists all shaders that can be applied to the currently selected object part. Each shader is ideal for a different application, and comes with its own subset of possible texture maps.
For a full list of available shaders and their suggested uses, see Shaders.
|Example usage of Standard, Standard+Alpha Mask, and Standard+Emissive shaders.|
|Choose one of the object's existing texture maps or click the Browse button to choose one from your computer.|
For each kind of map supported by a shader, you may choose any of the object's existing textures from the dropdown, or choose Custom Texture File. If you choose a custom texture, click Browse to choose a suitable texture from your computer to use as the map.
Here are a few tips to help you get the most out of materials and shaders:
- The maximum texture resolution is 4096 x 4096 pixels.
- When in doubt, use the simplest shader you can. If you don't need an alpha mask, don't use a shader with that feature. The Standard shader is the fastest, most efficient shader available.
- Sansar uses a custom physically based renderer (PBR) and doesn't use specular maps. However, Sansar does use roughness and metalness maps to define the specular highlights of an object.
- When applying maps on an object that is already in the scene, a preview of the result is shown on the object in the scene. If you choose to cancel your changes, the object reverts back to its previous maps.
- As of July 18th, 2018, the Tint attribute, which affects the color of a surface, now affects emissive surfaces. Previously, Tint attribute only affected non-emissive surfaces. This means that emissive textures (e.g. a light bulb) can now be colored via “Tint”. However, these changes may affect existing content where the Tint value had been changed from the default value.