{"id":569,"date":"2015-10-13T15:11:24","date_gmt":"2015-10-13T15:11:24","guid":{"rendered":"http:\/\/avastar.online\/?page_id=569"},"modified":"2015-10-13T15:11:24","modified_gmt":"2015-10-13T15:11:24","slug":"material-presets","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/293\/help\/n-panel\/avastar\/material-presets\/","title":{"rendered":"Material Presets"},"content":{"rendered":"<div class=\"row-fluid\">\n<div class=\"rhcol span10\">\n<h2><image src=\"\/avastar\/292\/wp-content\/uploads\/2019\/08\/approve_logo_280.png\" style=\"width:120px;vertical-align:middle;margin-left:0px;margin-right:10px;\"><\/image> Material Presets<\/h2>\n<\/div>\n<div class=\"rhcol span2\">\n<a class=\"mamap\" href=\"\/wp-content\/uploads\/2019\/10\/panel_material_presets.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"\/wp-content\/uploads\/2019\/10\/panel_material_presets.png\" \/><\/a>\n<\/div>\n<\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">The Material Presets Cheat Sheet<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ol>\n<li>start Blender<\/li>\n<li>in the 3D View: add -&gt; Avastar<\/li>\n<li>in the N-Panel &#8211; Avastar: Open Material Presets<\/li>\n<li>Select a Material Preset<\/li>\n<\/ol>\n<\/div>\n<div class=\"span6 rhcol\">\n<ul>\n<li>Is Avastar <a href=\"\/?page_id=10249\">installed<\/a> ?<\/li>\n<li>Need to <a title=\"Get Started with Blender\" href=\"http:\/\/cgcookie.com\/blender\/get-started-with-blender\/\">get started with Blender<\/a> ?<\/li>\n<li>Blender docu is in Blender&#8217;s Help section.<\/li>\n<li>Find online docu: ALT + RMB -&gt; Online Manual<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<\/div><\/div>\n<h3>The Material Preset Panel<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Whenever you create a new Avastar character, the Blender default Material (light grey, with white specularity) is assigned to all of the created Objects. Thus the character is displayed with a light grey surface.\u00a0 However you can assign your own materials to your character at any time.<\/p>\n<p><strong><span style=\"color: #3366ff;\">Hint:<\/span> When you come from Blender 2.79 or older<\/strong><\/p>\n<p>You will no longer find Blender&#8217;s face textures in Blender 2.80. We now can only use materials for texturing our meshes. The new Materials panel also provides a native bake tool to prepare more complex materials for export to SL (see further down on this page).<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-811.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-5589\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-811.png\" alt=\"\" width=\"332\" height=\"451\" srcset=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-811.png 332w, https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-811-221x300.png 221w\" sizes=\"auto, (max-width: 332px) 100vw, 332px\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Material Panel provides 2 Sections:<\/p>\n<ul>\n<li><em><span style=\"color: #ff6600;\">Material Presets:<br \/>\n<\/span><\/em>select from a collection of predefined Material Sets<\/li>\n<li><em><span style=\"color: #ff6600;\">Material Baker:<\/span><\/em><br \/>\nconvert your Materials into exportable image textures<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-812.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-5590\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-812.png\" alt=\"\" width=\"332\" height=\"354\" srcset=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-812.png 332w, https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-812-281x300.png 281w\" sizes=\"auto, (max-width: 332px) 100vw, 332px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h3>Material Presets Section<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span12\">\n<p>In the Materials Presets section you can technically select from 4 material presets, &#8220;Female&#8221;, &#8220;Male&#8221;, &#8220;Custom&#8221;, and &#8220;Template&#8221;. When you select a preset, then Blender will create a set of 5 materials for you: These Materials are for &#8220;eyes&#8221;, &#8220;head &amp; lashes&#8221;, &#8220;upper body&#8221;, &#8220;lower body&#8221; and &#8220;skirt&#8221;.But Avastar does one more thing: It first checks if the materials have already been created. In that case it will NOT(!) add new materials but simple reuse the already existing materials. Thus materials can be setup once and then later reused for all your Avastar characters.<\/p>\n<p>The material names follows a name convention:<\/p>\n<p style=\"text-align: left;\"><span style=\"color: #ff6600;\">avastar:mat:[f|m|c|t]:[eyeBalls|head|lowerBody|upperBody]<\/span><\/p>\n<ol>\n<li>avastar (literal constant)<\/li>\n<li>mat (literal constant)<\/li>\n<li>f|m|c|t (to distinguish the 4 template sets)<\/li>\n<li>[eyeBalls, head&#8230;] (Assigned part of the character)<\/li>\n<\/ol>\n<p>Of course you do not need to use the presets for your work. You always can select your very own conventions and your very own materials. The preset selector only helps you to quickly setup a predefined material set.<\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span4\">\n<div id=\"attachment_5591\" style=\"width: 545px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-813.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-5591\" class=\"wp-image-5591 size-full\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-813.png\" alt=\"\" width=\"535\" height=\"445\" srcset=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-813.png 535w, https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-813-300x250.png 300w\" sizes=\"auto, (max-width: 535px) 100vw, 535px\" \/><\/a><p id=\"caption-attachment-5591\" class=\"wp-caption-text\">The default Material is assigned to all meshes. Hence we see only one Material in the Material Baker List<\/p><\/div>\n<\/div>\n<div class=\"rhcol span4\">\n<div id=\"attachment_5594\" style=\"width: 545px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-816.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-5594\" class=\"wp-image-5594 size-full\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-816.png\" alt=\"\" width=\"535\" height=\"445\" srcset=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-816.png 535w, https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-816-300x250.png 300w\" sizes=\"auto, (max-width: 535px) 100vw, 535px\" \/><\/a><p id=\"caption-attachment-5594\" class=\"wp-caption-text\">Although the custom Template uses a checker Texture for all body parts, note the body parts use separate materials!<\/p><\/div>\n<\/div>\n<div class=\"rhcol span4\">\n<div id=\"attachment_5595\" style=\"width: 545px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-817.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-5595\" class=\"wp-image-5595 size-full\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-817.png\" alt=\"\" width=\"535\" height=\"445\" srcset=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-817.png 535w, https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-817-300x250.png 300w\" sizes=\"auto, (max-width: 535px) 100vw, 535px\" \/><\/a><p id=\"caption-attachment-5595\" class=\"wp-caption-text\">The Male template is a place holder for the Male Avastar model<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<div id=\"attachment_5592\" style=\"width: 545px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-814.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-5592\" class=\"wp-image-5592 size-full\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-814.png\" alt=\"\" width=\"535\" height=\"445\" srcset=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-814.png 535w, https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-814-300x250.png 300w\" sizes=\"auto, (max-width: 535px) 100vw, 535px\" \/><\/a><p id=\"caption-attachment-5592\" class=\"wp-caption-text\">The Female materials are based on Eloh Elliot&#8217;s Starlight Textures. Note the clothing is added from complex defined materials with multiple textures<\/p><\/div>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_5593\" style=\"width: 545px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-815.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-5593\" class=\"wp-image-5593 size-full\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-815.png\" alt=\"\" width=\"535\" height=\"445\" srcset=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-815.png 535w, https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-815-300x250.png 300w\" sizes=\"auto, (max-width: 535px) 100vw, 535px\" \/><\/a><p id=\"caption-attachment-5593\" class=\"wp-caption-text\">The template texture are used to help you texturise your System Mesh textures.<\/p><\/div>\n<\/div>\n<\/div>\n<h4>The Unique Option<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Sometimes you actually do want to have multiple characters using different material sets, such as when you create a crowd scene. For this special case you can enable &#8220;Unique&#8221; option. Then Avastar will use a slightly different name convention for the material settings:<\/p>\n<p style=\"text-align: center;\"><span style=\"color: #ff6600;\">&lt;rigname&gt;:mat:[f|m|c|t]:[eyeBalls|head|lowerBody|upperBody]<\/span><\/p>\n<ol>\n<li>&lt;rigname&gt; The name of the Avastar armature<\/li>\n<li>mat (literal constant)<\/li>\n<li>f|m|c|t (to distinguish the 4 template sets)<\/li>\n<li>[eyeBalls, head&#8230;] (Assigned part of the character)<\/li>\n<\/ol>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>Thus even in this case you can preset your materials to a certain extent. such as if you typically create lets say 3 Avastars &#8220;Michael&#8221;, &#8220;Victoria&#8221; and &#8220;Sally&#8221; with their unique skins, then you can setup the materials as described in the previous chapter. Except that you replace &#8220;avastar&#8221; by the name of your character&#8217;s armature(s). Such as: &#8220;Sally:mat:f:upperBody&#8221;, &#8220;Michael:mat:f:upperBody&#8221;, etc&#8230;<\/p>\n<p>Then you can go ahead as follows to let Avastar reuse your materials:<\/p>\n<ul>\n<li>Create an Avastar<\/li>\n<li>Name it according to your names (&#8220;Michael&#8221;, &#8220;Victoria&#8221; and &#8220;Sally&#8221;, whatever&#8230;)<\/li>\n<li>In the material preset selector enable &#8220;unique&#8221;<\/li>\n<li>select the correct preset<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<h3>Material Baker Section<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The upper part of the Bake Section just displays the list of materials assigned to the currently selected Mesh Objects (All bound objects if only the Armature is selected). When you enable the option Show Objects you get the list of objects using each Material in the list.<\/p>\n<p>On the right side of the listing you see if an image texture has already been baked from the material<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-818.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-5597\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-818.png\" alt=\"\" width=\"253\" height=\"280\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>The lower part of the section provides 2 entry fields used to specify the image size of the baked textures (the default is too low, for good quality try 512*512)<\/p>\n<ul>\n<li><em>Bake:<\/em> Bake textures for all selected materials<\/li>\n<li><em>Cleanup:<\/em> Remove the baked textures from all selected materials<\/li>\n<\/ul>\n<p>Important: A Bake can take a very long time (order of minutes!) Be careful<\/p>\n<h3>More detailed explanation<\/h3>\n<p>When you open the Shader Editor for the Materials of the Lower body, you see the Material is much more complex than just a simple image texture. In fact it is a combination of 3 different image textures woven together by using 2 mixing Nodes, Principled BSDF Shader and a material Output node:<\/p>\n<p><a href=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-819.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-5600\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-819.png\" alt=\"\" width=\"842\" height=\"451\" srcset=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-819.png 842w, https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-819-300x161.png 300w, https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-819-768x411.png 768w\" sizes=\"auto, (max-width: 842px) 100vw, 842px\" \/><\/a><\/p>\n<p>Note: If the terms do not tell you much, then please make yourself at least a bit familiar with the Shader Node Editor. Then you become a material expert in (almost) no time.<\/p>\n<p>However, this material can not be transported to SL as it is defined in Blender. What we really need here is a way to create a single image (diffuse texture) for the entire material (i.e. we want to bake the material into a texture). this texture can later be exported by the Collada exporter and easily uploaded to SL as image texture:<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The baked image is placed directly into the Material as additional unconnected Texture node. You find the node after baking placed directly below the principled BSDF Shader.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_5601\" style=\"width: 367px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-820.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-5601\" class=\"wp-image-5601 size-full\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-820.png\" alt=\"\" width=\"357\" height=\"351\" srcset=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-820.png 357w, https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2019\/10\/Image-820-300x295.png 300w\" sizes=\"auto, (max-width: 357px) 100vw, 357px\" \/><\/a><p id=\"caption-attachment-5601\" class=\"wp-caption-text\">Baked texture: contains the combined Skin, Body and pants textures.<\/p><\/div>\n<\/div>\n<\/div>\n<p>The Bake tool is not restricted to rigged Mesh. In fact you can use it for any material, even independent of any work for SL. It is a general bake tool for any kind of materials.<\/p>\n\n","protected":false},"excerpt":{"rendered":"<p>Material Presets<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":3763,"menu_order":45,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"categories":[6],"tags":[],"class_list":["post-569","page","type-page","status-publish","hentry","category-help"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/pages\/569","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/comments?post=569"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/pages\/569\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/pages\/3763"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/media?parent=569"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/categories?post=569"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/tags?post=569"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}