Platform Compatibility
PC | Mac OSX | Oculus Quest |
---|---|---|
X | X | X |
Global materials are shared between all objects by unique name, you only need to load them once on the first level that loads.
In addition to the base texture, there’s a few extra textures you can use:
- Metallic map
- Sometimes called “Roughness” this represents how smooth or rough the surface is
- Normal map
- Used for improving the effect of lights on the material, giving a sense of depth
- Heightmap
- Used for further adjusting the “scale” of the texture, to make it feel less flat
- Emission map
- A texture mapping the lighting generated by the material, such as an electronic billboard
Parameters:
- name
- A string to identify the material, must be unique
- texturemap
- A string pointing to the local or web file
- metallicmap (optional)
- A string pointing to the local or web file
- normalmap (optional)
- A string pointing to the local or web file
- heightmap (optional)
- A string pointing to the local or web file
- emissionmap (optional)
- A string pointing to the local or web file
- applyToSelf (optional, defaults to FALSE)
- A boolean value whether to use the material as soon as we make it
Example:
1 | obj.createGlobalMaterial("myMaterial", "myLevel/maintex.png","myLevel/metallic.png","myLevel/normalmap.png","myLevel/heightmap.png","myLevel/emissionmap.png", false) |