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@@ -1,11 +1,7 @@
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= jMonkeyEngine SDK: Procedural Textures with NeoTexture
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= jMonkeyEngine SDK: Procedural Textures with NeoTexture
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-:author:
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-:revnumber:
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-:revdate: 2016/03/17 20:48
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+:revnumber: 2.0
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+:revdate: 2020/07/10
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:keywords: documentation, sdk, tool, texture, material
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:keywords: documentation, sdk, tool, texture, material
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-:relfileprefix: ../
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-:imagesdir: ..
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-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
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The NeoTextureEditor allows creating tiled textures procedurally using a simple node interface for generating images, blending them, creating normal maps and much more. You can directly load the .tgr files as a material or export the generated images as .png files and use them in a jMonkeyEngine-based game.
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The NeoTextureEditor allows creating tiled textures procedurally using a simple node interface for generating images, blending them, creating normal maps and much more. You can directly load the .tgr files as a material or export the generated images as .png files and use them in a jMonkeyEngine-based game.
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@@ -35,10 +31,10 @@ Edit the .tgr file and create your procedural texture: (link:http://neotextureed
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To use NeoTexture tgr files directly in your application, you have to add the NeoTexture libraries to your project:
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To use NeoTexture tgr files directly in your application, you have to add the NeoTexture libraries to your project:
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-. Right-click your project and select “Properties
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-. Go to the “Libraries section of the properties window
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-. Press “Add Library..
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-. Select “NeoTexture-Libraries and press “add
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+. Right-click your project and select "`Properties`"
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+. Go to the "`Libraries`" section of the properties window
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+. Press "`Add Library`"..
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+. Select "`NeoTexture-Libraries`" and press "`add`"
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== Loading tgr files as material
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== Loading tgr files as material
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@@ -50,10 +46,10 @@ To use NeoTexture tgr files directly in your application, you have to add the Ne
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We want to use the procedural texture as a material based on `Lighting.j3md` (the default). We know that Lighting.j3md supports DiffuseMap, NormalMap, SpecularMap, and ParallaxMap.
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We want to use the procedural texture as a material based on `Lighting.j3md` (the default). We know that Lighting.j3md supports DiffuseMap, NormalMap, SpecularMap, and ParallaxMap.
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. Click the Normal Map filter to select it. We want to use it as the Normal Map of the texture.
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. Click the Normal Map filter to select it. We want to use it as the Normal Map of the texture.
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-.. In the NeoTextures Properties window under `Export name`, enter the name of the texture layer as it would appear in a .j3m file, e.g. “NormalMap”.
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+.. In the NeoTextures Properties window under `Export name`, enter the name of the texture layer as it would appear in a .j3m file, e.g. "`NormalMap`".
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. Click the pattern to select it. We want to (re)use it as Diffuse Map of the texture.
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. Click the pattern to select it. We want to (re)use it as Diffuse Map of the texture.
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-.. In the NeoTextures Properties window under `Export name`, enter the name of the texture layer as it would appear in a .j3m file, e.g. “DiffuseMap”.
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+.. In the NeoTextures Properties window under `Export name`, enter the name of the texture layer as it would appear in a .j3m file, e.g. "`DiffuseMap`".
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. Click the Save button in the NeoTextures Editor. The .tgr file is saved with two layers. (We could add SpecularMap and ParallaxMap the same way, if we wanted.)
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. Click the Save button in the NeoTextures Editor. The .tgr file is saved with two layers. (We could add SpecularMap and ParallaxMap the same way, if we wanted.)
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@@ -62,7 +58,7 @@ Let's assign the newly created texture to a mesh to see what it looks like.
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. Open your Main.java file.
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. Open your Main.java file.
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. Choose Window→Palette to open the Palette. You will find two NeoTexture code snippets, one for adding the NeoTexture loader to the assetManager, and one for loading a NeoTexture material.
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. Choose Window→Palette to open the Palette. You will find two NeoTexture code snippets, one for adding the NeoTexture loader to the assetManager, and one for loading a NeoTexture material.
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. Drag&Drop one of each into the simpleInitApp() method of your application.
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. Drag&Drop one of each into the simpleInitApp() method of your application.
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-. Adjust the .tgr file path names to match the file that we just created: “Materials/neoMaterial.tgr.
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+. Adjust the .tgr file path names to match the file that we just created: "`Materials/neoMaterial.tgr`".
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Clean, build and run. You’re ready to load your procedural material!
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Clean, build and run. You’re ready to load your procedural material!
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