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tools:materialtweaker [2017/12/31 22:21] – [Material Tweaker] lightwolf | tools:materialtweaker [2020/06/24 15:08] (current) – [Controls] lightwolf | ||
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====== Material Tweaker ====== | ====== Material Tweaker ====== | ||
- | ===== This has been re-worked for 2018.0 but we haven' | + | This node has changed drastically due to the new shading model using by LightWave 3D 2018. |
+ | It modifies the weights for the component channels used later on by shading and allows you to boost them (changing their contribution to the material) as well as changing their colours using blend modes. | ||
- | The material tweaker is a combination of the [[tools: | ||
- | |||
- | It splits up the material into the component channels and allows you to boost them (changing their contribution to the material) as well as changing their colours using blend modes. | ||
===== Controls===== | ===== Controls===== | ||
- | {{ : | + | {{ : |
- | * **Diffuse/ | + | * **Diffuse/ |
- | * **Blending Mode** This is the blending mode to use for mixing | + | * **Tint** This defines how much the respective material channel |
- | * **Opacity** The strength of the mix. | + | |
* **Boost** This is multiplied with the channel colour/ | * **Boost** This is multiplied with the channel colour/ | ||
- | * **Material Transparency** Activate this is the material contains transparencies and you would like those be evaluated for radiosity. | + | * **Material Transparency** Activate this if the material contains transparencies and you would like those be evaluated for radiosity. |
* **Camera Rays Only** Only applies the node if the current spot is directly visible by the camera. | * **Camera Rays Only** Only applies the node if the current spot is directly visible by the camera. | ||
===== Inputs===== | ===== Inputs===== |