The Material Editor can be accessed at the following addresses:
Note the port can be configured in the appropriate configuration file. Look for UI port or similar.
You will be initially greeted with a list of all materials currently loaded. You can click on any material to be taken to the dedicated page to configure a material.
Please note at present materials are not grouped by the track or car, however they are sorted in load order which means that track materials should appear first, then usually the safety car, then any other cars.
Once onto the dedicated material page you can easily change the shader, maps and a range of parameters. These will update in live time on the simulation.
Important
Materials editing in the Material Editor are saved in a series of JSON files. These overwrite any settings saved in the GMT mesh files.
Along the top of the screen on a Material page there are a few buttons which help you manage these files.
Materials are automatically applied, but they are not automatically saved! Make sure you do save them!
Shader selection is quite simple. Just choose the shader you wish to use from the drop down list. All PBR shaders start with "L2IBL", and you can see more details at the shader definition pages.
Mapper is for the Specular probe assigned to this material. You can leave it blank by default and it will assign to the default probe. If you wish to assign a custom probe then you can do so here. (For example the interior of a garage).
Source tells you where the JSON will be saved when you press "Save To /ModDev"
Shader Configuration allows you to change fundamentally how the shader works. When you make changes here, the Shader recompiles with the options you have selected. This allows for a great deal of customisation.
Generally you can enable and disable various maps here, and choose which UV data they use. As well as some more general parameters.
Be sure to hover over check boxes for Tool Tips which help explain the options available.
The Parameters section allows the setup of various parameters for each Material. There are some common sections here, and then various unique sections for each shader.
Typically there will be the following options available:
The settings unique for each shader are explained on the shader configuration pages and also through tool tips.
The final section allows the configuration of Maps assigned to each slot. At present only the selecting of file and setting default functionality works. The advanced flags, misc and animation settings do not work yet.
You can also click on a thumbnail of the texture to view it at full size.
Beneath are some of the known issues with the Material Editor.
If you have problems saving transparency for now you just need to save the settings manually by editing the json file when you do not have the track loaded.
You can enable Alpha Test by adding "CUBETF_CHROMAKEY" flag to the albedo texture.
You can enable Alpha Blend by setting
Attached are examples of this.