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Exporting Material for Xcode
Posted: 12 November 2018 03:27 AM   [ Ignore ]  
Total Posts:  18
Joined  2013-04-09

Is there a way to build some sort of Export Template for Exporting Material Channels for Xcode & only getting what I can use?

I made a cheat sheet for myself of what Xcode can use for it’s PBR Materials. So I’d like to export a DAE file and all the necessary material channels to import more easily.

Diffuse(BaseColor) - Base
(R,G,B Value or Image)
OCTANE = Diffuse Channel
The diffuse color of a pixel is independent of the point of view, so it can be thought of as a material’s “base” color or texture.

Metalness(FloatMap) - Metal or not
(0/Black - Non-Metallic -> 1/White - Metallic)
OCTANE = Roughness Channel
Lower values (darker colors) cause the material to appear more like a dielectric surface. Higher values (brighter colors) cause the surface to appear more metallic.

Roughness(FloatMap) - Surface Smoothness
(0/Black - Reflective/Mirror -> 1/White - Diffuse/Flat)
OCTANE = Specular Channel
Lower values (darker colors) cause the material to appear shiny, with well-defined specular highlights. Higher values (brighter colors) cause specular highlights to spread out and the diffuse color of the material to become more retroreflective.

Normal(NormalMap) - Bump or Detail Surface
(R, G, and B components of each as the X, Y, and Z)
OCTANE = Normal Channel
Normal map texture can store much more detailed surface information than a geometry, you can use a material’s normal property to simulate rough surfaces such as stone or add embossed or engraved designs to an otherwise smooth surface.

Transparent(Alpha ImageMap) - Opacity
(Opacity 100% - Opaque -> Opacity 0% - Transparent)
OCTANE = Opacity Channel
Use this property to selectively make parts of a material appear transparent.
Alpha channel defines areas of full or partial opacity.

Occlusion/AmbientOcclusion(FloatMap) -Object Shadows
Ambient occlusion approximates large-scale surface details that obscure global illumination.

Illumination/SelfIllumination(FloatMap) - Surface Lighting
(Black - Material is affected by lighting -> White - Material is not affected by lighting)
For some materials it can be useful to let a surface itself define its lighting.

Emission(ImageMap) - Glow
(Black - No Emission -> Any Color or ImageMap)
If it has emission it will not be affected by outside influences of light.
Simulate parts of a surface that glow with their own light.
SceneKit does not treat the material as a light source—rather, the emission property determines colors for a material independent of lighting.

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Posted: 12 November 2018 03:37 AM   [ Ignore ]   [ # 1 ]  
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Total Posts:  12043
Joined  2011-03-04

Hi natemac,

The only source that I can point to, as I have done in August as well, is the Maxon support or perhaps more specific, the Developer Support:
https://developers.maxon.net/?page_id=1114

An example of XCode plug-in development, is here:
https://developers.maxon.net/?p=79
This is the place where things like that are discussed very closely in a specialized forum.

I hope you find the needed support for your project there, and perhaps some more ideas.

My best wishes

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