There is an old release of Material Maker in the Godot AssetLib. If you want to test it, just install it, activate the extension, and click the "Material Maker" button in the top right corner of Godot. In this integrated version, File->Export will generate a SpatialMaterial .tres file that you can use directly.
The new one (0.6) is not integrated yet in Godot. There's progress in the export_plugin Github branch, but I'm not satisfied with it yet. It will be available in the AssetLib whenever it's ready.
If you use 0.6, exporting a material generates a few png files. Then you will have to create a SpatialMaterial in Godot, use ..._albedo.png for albedo, ..._orm.png for ambient occlusion (R channel), roughness (G) and metallic (B), ...depth_texture.png for depth, ..._normal_texture.png for normal map and ..._emission.png for emission.
Adding new maps would (will) be a piece of cake. Thanks to Godot, I can add textures for Rim, Clearcoat, Anisotropy, Subsurface scattering, Transmission and Refraction.
But first, I have to understand what they are used for. :p
in Simple Terms, Subsurface Scattering Maps are Mapping of how color of an semi translucent material should change when light affects it. the most common example being human skin turning a pinkish color when light is shining. (ex.
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Are there any instructions of a possible export-import to actual Godot projects from Material Maker?
There is an old release of Material Maker in the Godot AssetLib. If you want to test it, just install it, activate the extension, and click the "Material Maker" button in the top right corner of Godot. In this integrated version, File->Export will generate a SpatialMaterial .tres file that you can use directly.
The new one (0.6) is not integrated yet in Godot. There's progress in the export_plugin Github branch, but I'm not satisfied with it yet. It will be available in the AssetLib whenever it's ready.
If you use 0.6, exporting a material generates a few png files. Then you will have to create a SpatialMaterial in Godot, use ..._albedo.png for albedo, ..._orm.png for ambient occlusion (R channel), roughness (G) and metallic (B), ...depth_texture.png for depth, ..._normal_texture.png for normal map and ..._emission.png for emission.
Hi,
I got a bug (I think it is a bug) on export it hapens nothing.
When I click or press ctrl+e it hapens nothing. Do you have any idea?
I'm on a windows 10 Intel based CPU.
Thank you!
It exports directly where the file is saved! Thanks
This is so cool!
Can it export to ktx by any chance, or just png?
Only png for now.
Can i suggest more map types to export, subsurface scattering maps, is a big one I don't see a lot of programs featuring it.
Adding new maps would (will) be a piece of cake. Thanks to Godot, I can add textures for Rim, Clearcoat, Anisotropy, Subsurface scattering, Transmission and Refraction.
But first, I have to understand what they are used for. :p
in Simple Terms, Subsurface Scattering Maps are Mapping of how color of an semi translucent material should change when light affects it. the most common example being human skin turning a pinkish color when light is shining. (ex.
That's an handy explanation there!
A very, very nice tool with nice examples to learn from, that gives you very nice textures in no time.
Just keep going that way, great tool !
Thanks for your feedback. Please don't hesitate to suggest new features, I don't have enough new stuff for a release right now. ;)
nice