Materials

Materials define the way objects look in Forger. The material editor allows the creation of new materials, modify existing ones and assign materials to objects.

Covered topics:


Creating Materials

New materials can be created by pressing the add (+) button in the top right corner of the Materials view. The new material is automatically selected, which activates the display of its parameters. After setting the material, the arrow in the header of the dialog can be used to switch back to the Materials view of all materials. There, a context menu can be opened by holding down a click on a material, which can be used, for example, to set the name of the material or to delete a material that is no longer needed. You can edit the settings of a material at any time by clicking on it in the Materials view or by clicking on the arrow icon next to the material in the settings of a mesh (see also left side of the next image).

Applying Materials

Materials can be applied to selected objects by pressing the Apply to Selection button that can be seen whilst editing materials (see right side of the image) or by dragging and dropping onto meshes from the Materials manager.
Already existing materials can also be asigned directly from the settings of the object (see left side of the image) by clicking on the name of the material (the default material is applied to all new or imported meshes).
By using the Save icon at the lower right of the Materials manager you can save the current material settings as default.

Note:

Any Forger scene will already contain a material named "default_material". This material is automatically applied to all new objects and cannot be deleted, but can be modified.

Material Parameters

Material behaviors in Forger are controlled by their parameters, each material type has different parameters that can be one of the following:

Material Types

PBR Standard

This is the default material type. It's a physically-based, gamma-correct material that can represent many kinds of surfaces. It also has texturable parameters that you can use to have further control over the shading of the surfaces using it.

This material factors in Environment Lighting if you have set any from the "IBLs" section in the objects menu.

Lit Sphere

LIT Sphere materials offer some presets to choose from, displaying dull and shiny surfaces as a basis. After choosing one of these presets, you can tweak the materials settings further:

  • Constant Color: Defines the color to use if the viewport display is set to constant mode and the "Override Constant Color" parameter is enabled.

  • Override Constant Color: Use this if the litsphere/matcap image does not have the edges roughly of the same color as the material. This may be the case for some LitSphere/MatCap images that weren't generated the best way.

Note:

The LitSphere material type is not influenced by Image Based Lighting.

Blinn

This is the legacy material type, it has been kept in Forger because it's useful for sculpting as gamma correct materials present harsher light-to-shadow transitions. That although more correct, can be hard to sculpt with given that it may hide forms.

Note:

The Blinn material type is not influenced by Image Based Lighting.