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NUD Material Editor
All values update in real time. Rendering is not supported for all values, however. Be sure to save the NUD to preserve any changes.
Forge's updater will not overwrite the existing presets. Download the latest commit from Github to ensure you have the latest presets. Descriptions, images, and usage tips can be found in Part 2 of the material editing guide.
Replace the current material with one of the material presets. There are different presets for character and stage materials.
Saves the current material as a .NMT file you can use when loading presets. Place your material
presets in the materials\Character Mats
or materials\Stage Mats
folder of the Smash Forge
directory.
Material presets will not be changed when Forge is updated using the included updater (clicking the green download icon). When the material editor is opened, preset images are rendered automatically for all presets using the same shading used for NUD models.
Most materials will only have a Material_0
. For materials with multiple layers, such as eyes with
final smash materials, you will also be able to select the Material_1
. The +
and x
buttons
will add and delete the selected material, respectively. Polygons will always have at least one
material and no more than two materials.
The material flags represented in hexadecimal. Editing the values in the text box will update the material flags. Some flags values will enable certain shading effects in the viewport. Changing the 4th byte will change the textures used by the model.
This section controls alpha blending. See the Material Editing Guide Part II for more information. Not all values will render accurately in the viewport.
The source factor used for alpha blending.
The destination factor used for alpha blending. Can also control the blending equation.
Enables/disables alpha testing. See the Material Editing Guide Part II for more information.
The function used to test whether a fragment passes the alpha test.
The comparison value used to discard fragments when alpha testing. Values are 0 to 255 rather than 0.0 to 1.0.
These values can usually be left at their default value.
Enables/disables face culling. Back or front faces can be culled.
???
Enables shadow casting for the polygon. Shadow casting is still highly experimental for Forge's viewport.
Used by some polygons to enable a glow effect.
Renders the RGB channels on the left and the alpha channel on the right for the selected texture.
Displays the texture types used for the current material. Changing the texture flags will update the types of textures in this list.
Double click on of the texture thumbnails to open a texture selection window. Double click on one of the texture icons or select a texture and hit apply. This is faster than copy pasting the ID. Texture icons are generated for any NUT files that are currently open.
Displays the ID associated with the currently selected texture. If you want to change the ID in the NUT itself, use the NUT Editor instead. The Texture ID should match a texture in the model.nut or a dummy texture ID. Incorrect texture IDs will render as black in the RGB/Alpha previews and white in the textures list.
The wrap mode can be either repeat, mirror or clamp.
The wrap mode can be either repeat, mirror or clamp.
This should just be left at TexCoord.
The texure filtering method used for minimizing. This can usually just be left at Nearest
or
Nearest_Mipmap_Linear
.
The texure filtering method used for magnification. Using Linear
will prevent textures from
looking jagged when zooming in. For low resolution spritework, such as Pac Man's ghosts, set this to
Nearest
to avoid blurring the textures.
A list of all the material properties of the selected material. You can add properties from the drop down menu or remove properties.
Each material property has four parameters that can be edited. Researched parameters will have labels. Values that are still being researched will have the default labels of param1, param2, etc.
Forge has sliders for each of the four params for quicker editing. The maximum parameter value possible using the slider depends on the material property and parameter. You can enter values in the text boxes greater than the maximum value or smaller than the minimum value possible with the sliders.
A description of the function of the four parameter values will display when hovering the mouse over the parameter name. Usually, this is an RGB color with an additional parameter. General descriptions are displayed when hovering the mouse over the property name (ex: "NU_diffuseColor"). See the material editing guide for more detailed descriptions and screenshots.
You can find Part 1 and Part 2 of the material editing guide on Gamebanana. Part 1 covers many of the material properties and includes example images and explanations. Part 2 explains flags, material presets, textures, and other effects.