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toolmeshesbar [2022/04/12 11:20] crofttoolmeshesbar [2023/04/03 17:07] (current) steph.jorgensen
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 The Materials Bar is where you create a material asset that can be applied to different parts of the tree. Use it to set textures, colors/values, and other variables pertaining to the rendering. The Materials Bar is where you create a material asset that can be applied to different parts of the tree. Use it to set textures, colors/values, and other variables pertaining to the rendering.
    
-{{ ::mesh_asset_bar.png?200 |}}+{{mesh_asset_bar.png?200}}
  
  
-=====Managing Mesh Assets=====+=====Managing mesh assets=====
  
 Adding, removing, changing the name, reordering, and applying mesh assets to the tree is done the same way as all of the assets. This process is described in [[toolassetcommonsettings|Common Asset Settings]]. Adding, removing, changing the name, reordering, and applying mesh assets to the tree is done the same way as all of the assets. This process is described in [[toolassetcommonsettings|Common Asset Settings]].
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 ==Ripple== ==Ripple==
 This value determines the ripple style used with this mesh asset. This value determines the ripple style used with this mesh asset.
 +
 +===== Scale =====
 +Every mesh has a scale value based on how much of the texture map it covers. The mesh size is multiplied by this value everywhere it’s used on a model or in a scene.
 +
 +== Value ==
 +The number by which the mesh size is multiplied. This property shows the outcome of **Compute**.
 +
 +== Compute ==
 +Calculate a scale value based on how much of the texture map the mesh covers.
  
 =====Edit===== =====Edit=====
 Clicking the Edit button will show the [[toolcutout_editor|Cutout Editor]] dialog, where you can create or edit meshes that correspond to particular materials. Clicking the Edit button will show the [[toolcutout_editor|Cutout Editor]] dialog, where you can create or edit meshes that correspond to particular materials.