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Group Projector Parameter
Similar to a Projector Parameter node, projects many Textures into existing Texture Parameters. It only affects Texture Parameters below a Object Group node.
Note
Texture Parameters must be must be in Mutable mode. See Material Modify node.
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Material Channel Name to Connect: The name of the material asset texture parameter that is modified to print the projectors. It must be defined in the materials of the group that want to receive projectors from this group.
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Projection Texture Size: Resolution of the final projection texture generated by the node.
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Option Textures: The different textures that will be projected. There has to be at least one in order to project anything. Each option can be used more than once, so there's no need to have duplicate options to project multiple times the same texture. Also, multiple different options can be used at the same time.
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Option Poses: Poses different from the T-Pose that are used while projecting. It's optional, leave empty if it's not used. Defines an integer parameter named after this projector node with "_SelectedPoses" appended, like this: For a Group Projector Node named "ClothesStickers" it defines an integer property named "ClothesStickers_SelectedPoses". That parameter is intended for internal use only, by the game programmers. When this projectors are to be modified in a non T-Pose, this parameter should be set after the property "Option Name" that refers to the Pose Asset that was created from the pose currently in use.
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Data Table Texture Column Name: Name of the column that contains the Texture2D references in the Option Textures Data Table node property.
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Option Textures Data Table: Table asset containing texture references to use for projection, that can be shared among different Group Projector nodes. The row names will be used as Option Names for the corresponding texture. If any row name is already defined as option name, the data table texture takes precedence over the option texture.
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Drop Projection Texture at LOD: Specifies at which LOD level the projection Texture will not be used and possibly save memory. A negative value means they will never be dropped.
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Reference Texture: Texture that defines the final texture configuration. These are the Texture properties copied from itL
- Compression Settings
- Max Texture Size
- sRGB
- Filter
- MIP Generation Settings
- LOD Bias
- Texture Group