Person Material Options
This page covers several material options available for the Person Atom.
”Iris Materials” This option allows you to recolor the Person’s eyes or select from several available options. Please see this Iris Materials Spreadsheet
for a break down of available eye colors and their origins. Or use this Cheat Sheet VaMEyeColors
to quickly look for the color you want.
”Sclera Materials” Change the color of the “whites” of the Person Atom’s eyes. All available options can be found here: Sclera Materials Spreadsheet
Or use this as a quick reference. ScleraCheatSheet
”F Eyelash Materials” F Eyelash Materials Spreadsheet FEyelashCheatSheet
”M Eyelash Materials” M Eyelash Materials Spreadsheet MEyelashCheatSheet
These panels are very similar to the material options available on the prop atoms. However they may not include all of the following material channels.
“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”.
These three buttons are how you change to one of the three material option sub panels in the Atom Material Tab.
”Params” Displays the Material Parameter options. The current page you are reading.
”Shader” Displays the “Shader” options.
”Textures” Displays the “Texture” options.
The following shader settings are not all available on every material option available on the Person Atom. They are dependent on the Unity shader used for that option. For more information on the material terms being used in the following documentation please search for them in your preferred internet search engine. You are encouraged to play with these values to get a feel for their effects.
”Specular Texture Offset” Offsets the intensity of the assigned Specular Texture or color. Usually it is at “0” giving it an even specular tone. + values will increase the brightness of the Specular. - values will darken the Specular bounce light.
”Specular Intensity” adjusts the intensity of the light reflecting off of the object. Usually it is at “1” meaning the intensity of the light bouncing off of the object matches the intensity of the light being cast. Setting the value to “0” means no light is bounced off the atom removing all highlights. Increasing the value above “0” will intensify the bounced light to a maximum of “10”.
”Gloss” Affects the softness of the light reflecting off of the object. From “2” to “8”. “2’ will soften the Gloss across the surface of the object. “8” will give a sharp highlight.
”Specular Fresnel” Will adjust the index of refraction across the surface of the object. Higher values will tighten the specular highlight, Lower values will broaden it across the entirety of the object's surface hit directly by the light source.
”Gloss Texture Offset” Affects the dark and light values of the assigned Gloss texture. Or if none is assigned it affects the intensity of the default values.
”Global Illumination Filter” Changes how much global illumination affects the objects material. Global Illumination settings can be found in the Main Menu Scene lighting tab. Scene Lighting
”Alpha Adjust”Adjusts the intensity of the alpha on the object. Without any texture applied the alpha will be white at “0” or above down to pure black and transparent at “-1”. If a texture with no alpha is applied, the texture is applied based on grey values. Textures with alphas work the best giving a punch out look to objects.
”Diffuse Texture Offset” Changes the intensity of the diffuse texture applied to the object. “0” has no offset applied. “0 to 1” increases the brightness of textures while “0 to -1” will darken the texture.
”Diffuse Bumpiness” Affects the intensity of an applied normal texture to the object. “0” will soften the normal flattening it out. While increasing it to “1” will deepen the effect making the normal texture appear more 3 dimensional.
”Specular Bumpiness” Affects the specular effect on the atom based on the values of the applied normal map. “0” will reduce the normal map's influence on the specular effect making the object appear softer and less shiny. Increasing it will do the opposite making the specular appear sharper and shinier.
The following color options are all RGB based and have the same setting options in common.
“Red” changes the red value of the selected color from “0-255”
“Green” changes the greenvalue of the selected color from “0-255”
“Blue” changes the blue value of the selected color from “0-255”
“Copy” copies the current values to a clipboard from the selected color.
”Default Value” resets the color back to it’s default value for the current atom.
”Paste” Pastes the copied value into the current color.
”Diffuse Color” Here is where you can adjust the Diffuse color of the selected Atom.
”Specular Color” adjusts the specular color of the Atom.
”Subsurface Color” adjusts the color of the light scattering through the material.