You can configure various properties for each fabric in the application. However, you must use external software to edit fabric texture. For more information, refer to Editing Fabric Texture.
To edit a fabric:
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Go to the Fabrics section and click the fabric you want to edit. The fabric properties are displayed in the Context view.
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Edit the properties as required.
VStitcher 2022.1 and Newer
Label
Description
1
Name and Physics.
Name of the fabric:
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Click to rename the fabric. The Rename Material dialog box is displayed.
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Type in the new name.
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Select or clear Apply to all Colorways according to whether you want the new name to be applied to all colorways.
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Click OK.
Physics:
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Click Physics to display the:
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Edit the physical properties, if required.
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Click Restore from Database to reset the physical properties to the database values.
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For more information, refer to Physics Reference.
2022.1 and Newer
Physics Watermark
An orange mark on the Physics Properties button indicates that a physics watermark exists for this fabric.
Browzwear Physics Watermarks exist only on fabrics that have been tested by the FAB.
Lack of a physics watermark means that the raw data for this fabric is unavailable.
For more information about physics watermarks, refer to Physics Reference.
For more information about the FAB, refer to Fabric Analyzer.
2
Image of the face and the back of the fabric. The selected image is highlighted in blue. The selected image determines which visual properties are displayed in the relevant sections.
Note: The arrowhead icons are only enabled if the face and back are different.
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Click to copy the properties of the face to the back.
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Click to copy the properties of the back to the face.
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Toggle to hide or show the selected side. Hide means that the side is invisible in 2D and 3D.
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Shown
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Hidden
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3
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Blending
The blending mode.
Disabled unless the fabric is part of a group - also referred to as a multilayered material. In a multilayered material, the blending mode determines how a material blends with the material beneath it in the stacking order. For more information, refer to Material Blending.
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Transparency - the amount of transparency the fabric is to display, expressed as a percentage.
Note: If the selected side is hidden, Transparency is automatically set to 100%.
4
Diffuse
Map representing the flat, solid color aspect of the material. Includes a texture (image file) and a color.
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Click to reset the diffuse color so that it no longer has any effect on the diffuse image.
Note: If you reset the material color, depending on your preferences, the blending mode may also be changed. Resetting the material color automatically sets the blending mode to the mode specified in your preferences. For example, if the material blending mode is Multiply, and the default blending mode in your preferences is Overlay, when you rest the material color, its blending mode is changed to Overlay.
If the blending mode specified in your preferences is:
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Multiply, the color resets to white
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Overlay, the color resets to 50% gray
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The left thumbnail is an image. Click the thumbnail to display the image editor. For more information, refer to Image Editor.
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The right thumbnail displays the diffuse color. Click the thumbnail to display the color picker.
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In Color Blending, click to select the color blending to apply. For more information, refer to Color Blending Modes.
5
Alpha
Map representing the transparency degree of material.
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The thumbnail is an image. Click the thumbnail to display the image editor.
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In an Alpha map scale Black = 100% transparent, White = 0% transparent.
Users have the option to use and edit the original alpha channel of the diffuse map, or use an external alpha channel.
For more information about managing the alpha channel, refer to Managing Alpha Channel.
6
Specular
Map representing the shininess aspect of the material; how reflective it is. Includes a texture (image file).
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The thumbnail is an image. A specular map image is a gray level image. Click the thumbnail to display the image editor.
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In Intensity, drag the slider or type in a number from 0 (none) to 10 (maximum) to set how reflective the material is.
7
Roughness
Map representing the roughness aspect of the material; the surface irregularities that diffuse light. Includes a texture (image file).
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The thumbnail is an image. A roughness map image is a gray level image. Click the thumbnail to display the image editor.
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In Intensity, drag the slider or type in a number from 0 (none) to 1 (maximum) to set how much roughness the material has.
8
Normal
Map representing the bumpiness of the material. Includes a texture (image file).
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The thumbnail is an image. Click the thumbnail to display the image editor.
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In Depth, drag the slider or type in a number from -3 to 3 to set the bumpiness of the material. A value of 0 is not bumpy and values of -3 and +3 are most bumpy, in different directions.
9
Map representing the 3D geometrical aspect or thickness of the material, and is used to create realistic depth effects. Includes a texture (image file) and depth. Effective in ray trace renders.
Note: There must be a texture for the displacement map to have any effect.
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The thumbnail is an image. A displacement map image is a grayscale image.
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Medium gray (RGB of 128,128,128 or 50% gray): no effect
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Darker gray: concave depth as shown in the following image:
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Lighter gray: convex depth as shown in the following image:
Click the thumbnail to display the image editor.
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In Depth, drag the slider or type in a number from 0 (none) to 3 (maximum) to set the depth of the material.
Note: With effect from 2020 January Edition, 16-bit grayscale files are supported for displacement maps. Such files may be JPEG, TIF or PNG format.
For an introduction, check out the video: Displacement Maps
10
Advanced Options
Toggle to display additional visual properties. For more information, refer to Advanced Options.
11
Information
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Toggle to display a text box.
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You can add additional production information here, if necessary. Text entered here is available as JSON data when a tech pack is created. The data is not available by default, and requires creation and operation of an external script to extract it.
12
Fur
Select Use Fur to display fur properties. For more information, refer to Fur.
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Advanced Options
Label |
Descriptions |
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1 |
Metalness Map representing the metallic aspect of the fabric. Includes a texture (image file).
Note: If Metalness Intensity is set to 1, the specular map has no effect. |
2 |
Specular tint Map that adds the diffuse color to reflective areas on the material.
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3 |
Sheen Map that adds the natural behavior effect of light coming from behind the material. It is used to create a velvet like appearance of materials.
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4 |
Sheen tint Map that adds the effect of reflections set by the sheen coming from behind the material.
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5 |
Subsurface Map representing the effect of light scattering inside an object, being an additional diffuse channel. Useful for translucent materials. Includes a texture (image file) and a color. Use of this channel is the only way to achieve a diffuse color that is different from the specular color.
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6 |
Clear coat Map representing another level of shininess, being an additional shininess/specular channel. Useful for 3D trims and especially shiny materials.
2022.1 and Newer In real life it is not possible to have both clear coat and subsurface simultaneously, since their sun ray reflection behavior is different they cancel each other out. The Unreal engine does not support such cases. Therefor with the Unreal integrated into 2022.1, when clear coat is applied with an intensity value higher than 0, it cancels subsurface. |
7 |
Clear coat roughness Map representing the level of roughness of the clear coat channel. This is a very precise, fine tune effect which is not as readily visible as other channels.
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Comments
Any velvet fabric property, you have please show us.
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