Material Textures
“Name Space” This will display the name of the currently selected Atom. You can rename it here as well.
Material Tab Global Options
”Save To” gives you three “quick save” slots to save your current material settings to easily transfer them to another atom.
This saves settings from all three material panels: Params, Shader and Textures. They will stay in memory during scene changes or a hard reset however be lost when VaM is closed.
”Restore From” This is where you will restore the material settings from the channel you saved them to in the “Save To” box.
For example if you saved to channel “1” in the “Save To” panel, You will restore the settings by clicking on the “1” in this panel.
”Reset” resets all material settings across all three panels: “Params”, “Shader” and “Textures”.
”Params” Displays the Material Parameter options.
”Shader” Displays the “Shader” options.
”Textures” Displays the “Texture” options. The current page you are reading.
”Open Folder In Window Explorer” will open an explorer window to the selected atom’s texture folder.
”Create UV Template Texture” exports a “materialsUVTemplate.png” file of the selected atom’s wireframe layout to make it easier to create custom textures for use in game.
To quickly access the selected atom’s texture folder use the above button ”Open Folder In Window Explorer”.
AptPatioChair’s cushion wireframe template.
Unfortunately due to production constraints and the use of off the shelf models, some of VaM’s props are not as texture friendly as others.
The following Texture Options are not all available on every Atom within VaM. They are dependent on the function of the atom as well as the Unity shader used for the specific atom.
The majority of texture channels available are the following:
”_MainTex” Main Texture / Diffuse channel.
”_SpecTex” Specular Texture channel.
”_GlossTex” Gloss Texture channel.
”_AlphaTex” Alpha Texture Channel / Transparency
”_BumpMap” Bump Map / Normal texture channel.
”_DecalTex” Decal Texture channel.
Each of the above texture channels have the following options available.
”Default” Resets the texture back to it’s default texture. This goes for not only built in assets but also custom built community assets.
”Reload” Reloads the currently assigned texture, this is helpful when iterating on a custom texture.
”Null” Removes any currently assigned texture also clearing the default texture so that the current channel does not have any texture assigned to it.
”Clear” Clears the currently assigned texture. Resetting it to it’s default.
”Select” Opens a select file dialog in the current atoms texture folder. So that you can load any textures you have saved there.
”Tile X” Tiles the assigned texture along the X axis of the selected Atom’s material UV’s. Default is “1”
Tile Y” Tiles the assigned texture along the Y axis of the selected Atom’s material UV’s. Default is “1”
”Offset X” Offsets the assigned texture along the X axis of the selected Atom’s material UV’s. Default is “0”
”Offset Y” Offsets the assigned texture along the Y axis of the selected Atom’s material UV’s. Default is “0”
This saves settings from all three material panels: Params, Shader and Textures. They will stay in memory during scene changes or a hard reset however be lost when VaM is closed.
For example if you saved to channel “1” in the “Save To” panel, You will restore the settings by clicking on the “1” in this panel.
”Params” Displays the Material Parameter options.
”Shader” Displays the “Shader” options.
To quickly access the selected atom’s texture folder use the above button ”Open Folder In Window Explorer”.
Unfortunately due to production constraints and the use of off the shelf models, some of VaM’s props are not as texture friendly as others.
The following Texture Options are not all available on every Atom within VaM. They are dependent on the function of the atom as well as the Unity shader used for the specific atom.
The majority of texture channels available are the following:
Each of the above texture channels have the following options available.
Last edited: