HeroEngine Forums

HeroEngine Support => Design & World Building => Topic started by: HE-Cooper on Dec 12, 12, 09:13:54 AM

Title: Have You Checked Out The Material Override System?
Post by: HE-Cooper on Dec 12, 12, 09:13:54 AM
If you haven't played around with it, it's a great and simple tool, especially for teams with small art teams. Even just to be able to animate UVs in any way you like is a huge win for world builders. Just a few clicks and you've got roiling lava, etc. Also a huge win for matching large rock faces and facades to terrain textures.

It pretty much allows you, in combination with the white boxing tools, to do a first pass at any world building.

The Material Override System Part 1

http://youtu.be/pjLY4IVRpNg (http://youtu.be/pjLY4IVRpNg)
Title: [] Some Fun with Animated UVs (planets)
Post by: NC-John on Dec 12, 12, 02:48:22 PM
Made a little video here. just loving that I can change shaders and make textures animated in blade. Great work HE team!

http://www.youtube.com/watch?v=yByUceBBVNs&feature=youtu.be (http://www.youtube.com/watch?v=yByUceBBVNs&feature=youtu.be)

I would like to add if you mess around with the properties for the animation UV speed and tweak your lighting you can make a pretty good rotating planet.

Just add these values to channel 0 of the texture and it will rotate slower.

-0.01

This example has no shaders at all, just white box globe with animated textures and lighting tweaked http://www.youtube.com/watch?v=x20L6wHGmGA&feature=youtu.be (http://www.youtube.com/watch?v=x20L6wHGmGA&feature=youtu.be)
Title: Re: Some Fun with Animated UVs
Post by: HE-Cooper on Dec 12, 12, 03:23:46 PM
Hey, looks great. I was waiting for folks to be excited about the material override stuff. :-)
Title: Re: Some Fun with Animated UVs
Post by: NC-John on Dec 12, 12, 03:26:46 PM
Hey, looks great. I was waiting for folks to be excited about the material override stuff. :-)

You guys have done an outstanding job. this made many of our content creation lives so much easier.
Title: Re: Some Fun with Animated UVs (planets)
Post by: HE-BENNETT on Dec 12, 12, 03:39:40 PM
Woa, that's a really neat effect! :D
Title: Re: Some Fun with Animated UVs (planets)
Post by: keeperofstars on Dec 12, 12, 07:49:07 PM
nice work, and
I love the material overrides, was one of the things I was most excited for actually. Having it in other engines I worked with, and then not having it made me really appreciate the value.

Just for fun one night I built a whole town with whitebox and made it look really good with some textures I found around the web for free. Was great prototyping, but was so good I almost thought about leaving it in. lol still might build a few small towns all whitebox lego style.
Title: Re: Some Fun with Animated UVs (planets)
Post by: Amanda_Brooks on Dec 12, 12, 08:06:54 PM
Would this also be able to be used to change ground textures to show the effects of snow falling?
Title: Re: Have You Checked Out The Material Override System?
Post by: keeperofstars on Dec 12, 12, 08:46:39 PM
yes i took it for a good spin last night, built out a small town with whitebox + free textures/materials I got that I converted to .dds
Makes for a super great tool for protyping, and really why take the time to build an archway when you have one that is insta made.  Oh and made a desert with pyramids as well.
Extrude a torus for a fast and cheap tunnel. Use the ramp for cheap door entries.

Not to mention using those 5 rocks I made and just reMaterial them for different areas, one second its a boring grey default rock, the next its a brown mossy rock, over by the volcano its a dark black red rock. Toss them in at different angles and push them into terrain for about 30 different shapes, with unlimited color options. So much easier then loading the model in maya/3ds, adding a new hero shader, exporting copying both pieces to repository, repeating a hundred times.

Thank you a ton for adding that as it really helps cut down on work, expecially when you are world building and haven't locked down every color / shadow / effect. For example you can quickly lighten up a really bad rocky surface after a few tree shadows mess up your original lighting scheme just by reapplying textures instead of adding and replacing an entire group of meshes.
Not to mention since you are using the same base model you cache less resources and get a small performance gain, depending no how you utilize things.
Title: Re: Some Fun with Animated UVs (planets)
Post by: StadiThompson on Dec 13, 12, 12:40:10 AM
Cool stuff there!
Title: Re: Have You Checked Out The Material Override System?
Post by: StadiThompson on Dec 13, 12, 01:40:48 AM
It is godly!
Title: Re: Have You Checked Out The Material Override System?
Post by: ShaolinNinja on May 13, 13, 01:55:05 PM
I found a glitch! Hero Blade errors out if you import an object without a texture and then try to override it. Don't know if you guys want to fix it or just assume people will import with a placeholder texture.
Title: Re: Have You Checked Out The Material Override System?
Post by: uexilon on May 13, 13, 05:09:04 PM
It's not really a bug. I think it is written in the wiki that every asset needs a texture in order to showup properly (Without error message). Overriding the texture in Hero Engine sure works, but I rather tend to do it in 3ds max like I always did. But that's of course up to you :)