Overview
The Avatar Material Properties controls the textures of your avatar’s surface. Users can apply settings globally across the entire avatar or individual mesh parts, ensuring both consistency and detailed customization.
Location
UI Panel > Avatar > Default > Avatar Material Properties
Operation Method
Global avatar materials
- Go to UI Panel > Avatar > Default > Avatar Material Properties
- Choose and control the avatar color and materials
Mesh part materials
- Go to UI Panel > Avatar > Default > Avatar Material Properties
- Select an avatar mesh part in 3D view or UI panel.
- Click the Base color icon and change the texture want.
Components
Global avatar materials
These parameters are applied to whole avatar meshes.
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Color tint
Color option is an option to multiply the color on the avatar textures.
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Pick Screen Color
After clicking on the function, select the desired color on the screen with the cross icon to pick the corresponding color to make color chips. This function can be operated outside of the z-weave screen as well.
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Custom Colors
This function can be used to save colors.
- Select a slot to save a custom color.
- Select the color.
- Click Add to Custom Colors.
- You can check the saved color in the selected slot.
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Color
You can pick a color directly or enter the hue/saturation/value (HSV), red/green/blue (RGB), or HTML values manually.
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Specularity
The specularity map shows the reflection rate of materials.
For maps, darker surfaces lead to more specularity drops and brighter surfaces lead to higher specularity.
If there is no map, it can be adjusted using the slider bar. The lower the value, the lower the reflection rate; the higher the value, the higher the reflection rate.
[Generally, actual objects have values between 0.2 and 0.5 (default 0.5)]
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Roughness
The roughness map shows the level of roughness of materials.
For maps, smoother surfaces will appear darker and brighter surfaces will appear matte.
If there is no map, it can be adjusted using the slider bar. The lower the value, the smoother the surface; the higher the value, rougher properties will lead to a matte finish.
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Metallic
The metallic map shows whether materials are metallic or non-metallic.
For maps, non-metallic surfaces are darker and more metallic surfaces are brighter.
If there is no map, it can be adjusted using the slider bar. The lower the value, the fewer metallic properties it has; the higher the value, the stronger the metallic properties are.
(Metals and non-metals react to light very differently, so even if it has the same color and roughness, the results may appear different.)
Mesh parts materials
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Mesh part list
The mesh part list shows all meshes on the avatar
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Base Color
The base color map determines the overall image and color of materials.
It supports images of 24 bits or higher.
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