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- <h1 class="page">jMonkeyEngine 3 Tutorial (6) - Hello Materials</h1>
- <div id="preamble">
- <div class="sectionbody">
- <div class="paragraph">
- <p>The term Material includes everything that influences what the surface of a 3D model looks like: The color, texture, shininess, and opacity/transparency. Plain coloring is covered in <a href="hello_node.html" class="xref page">Hello Node</a>. Loading models that come with materials is covered in <a href="hello_asset.html" class="xref page">Hello Asset</a>. In this tutorial you learn to create and use custom JME3 Material Definitions.</p>
- </div>
- <div class="imageblock text-center">
- <div class="content">
- <img src="../_images/beginner/beginner-materials.png" alt="beginner-materials.png" width="320" height="240">
- </div>
- </div>
- <div class="admonitionblock tip">
- <table>
- <tr>
- <td class="icon">
- <i class="fa icon-tip" title="Tip"></i>
- </td>
- <td class="content">
- <div class="paragraph">
- <p>To use the example assets in a new jMonkeyEngine SDK project, right-click your project, select <span class="menuseq"><b class="menu">Properties</b> <i class="fa fa-angle-right caret"></i> <b class="submenu">Libraries</b> <i class="fa fa-angle-right caret"></i> <b class="menuitem">Add Library</b></span>, and add the “jme3-test-data” library.</p>
- </div>
- </td>
- </tr>
- </table>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="sample-code"><a class="anchor" href="#sample-code"></a>Sample Code</h2>
- <div class="sectionbody">
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java">package jme3test.helloworld;
- import com.jme3.app.SimpleApplication;
- import com.jme3.light.DirectionalLight;
- import com.jme3.material.Material;
- import com.jme3.material.RenderState.BlendMode;
- import com.jme3.math.ColorRGBA;
- import com.jme3.math.Vector3f;
- import com.jme3.renderer.queue.RenderQueue.Bucket;
- import com.jme3.scene.Geometry;
- import com.jme3.scene.shape.Box;
- import com.jme3.scene.shape.Sphere;
- import com.jme3.texture.Texture;
- import com.jme3.util.TangentBinormalGenerator;
- /** Sample 6 - how to give an object's surface a material and texture.
- * How to make objects transparent. How to make bumpy and shiny surfaces. */
- public class HelloMaterial extends SimpleApplication {
- public static void main(String[] args) {
- HelloMaterial app = new HelloMaterial();
- app.start();
- }
- @Override
- public void simpleInitApp() {
- /** A simple textured cube -- in good MIP map quality. */
- Box cube1Mesh = new Box( 1f,1f,1f);
- Geometry cube1Geo = new Geometry("My Textured Box", cube1Mesh);
- cube1Geo.setLocalTranslation(new Vector3f(-3f,1.1f,0f));
- Material cube1Mat = new Material(assetManager,
- "Common/MatDefs/Misc/Unshaded.j3md");
- Texture cube1Tex = assetManager.loadTexture(
- "Interface/Logo/Monkey.jpg");
- cube1Mat.setTexture("ColorMap", cube1Tex);
- cube1Geo.setMaterial(cube1Mat);
- rootNode.attachChild(cube1Geo);
- /** A translucent/transparent texture, similar to a window frame. */
- Box cube2Mesh = new Box( 1f,1f,0.01f);
- Geometry cube2Geo = new Geometry("window frame", cube2Mesh);
- Material cube2Mat = new Material(assetManager,
- "Common/MatDefs/Misc/Unshaded.j3md");
- cube2Mat.setTexture("ColorMap",
- assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
- cube2Mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
- cube2Geo.setQueueBucket(Bucket.Transparent);
- cube2Geo.setMaterial(cube2Mat);
- rootNode.attachChild(cube2Geo);
- /** A bumpy rock with a shiny light effect.*/
- Sphere sphereMesh = new Sphere(32,32, 2f);
- Geometry sphereGeo = new Geometry("Shiny rock", sphereMesh);
- sphereMesh.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres
- TangentBinormalGenerator.generate(sphereMesh); // for lighting effect
- Material sphereMat = new Material(assetManager,
- "Common/MatDefs/Light/Lighting.j3md");
- sphereMat.setTexture("DiffuseMap",
- assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
- sphereMat.setTexture("NormalMap",
- assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
- sphereMat.setBoolean("UseMaterialColors",true);
- sphereMat.setColor("Diffuse",ColorRGBA.White);
- sphereMat.setColor("Specular",ColorRGBA.White);
- sphereMat.setFloat("Shininess", 64f); // [0,128]
- sphereGeo.setMaterial(sphereMat);
- sphereGeo.setLocalTranslation(0,2,-2); // Move it a bit
- sphereGeo.rotate(1.6f, 0, 0); // Rotate it a bit
- rootNode.attachChild(sphereGeo);
- /** Must add a light to make the lit object visible! */
- DirectionalLight sun = new DirectionalLight();
- sun.setDirection(new Vector3f(1,0,-2).normalizeLocal());
- sun.setColor(ColorRGBA.White);
- rootNode.addLight(sun);
- }
- }</code></pre>
- </div>
- </div>
- <div class="paragraph">
- <p>You should see</p>
- </div>
- <div class="ulist">
- <ul>
- <li>
- <p>Left – A cube with a brown monkey texture.</p>
- </li>
- <li>
- <p>Right – A translucent monkey picture in front of a shiny bumpy rock.</p>
- </li>
- </ul>
- </div>
- <div class="paragraph">
- <p>Move around with the WASD keys to have a closer look at the translucency, and the rock’s bumpiness.</p>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="simple-unshaded-texture"><a class="anchor" href="#simple-unshaded-texture"></a>Simple Unshaded Texture</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>Typically you want to give objects in your scene textures: It can be rock, grass, brick, wood, water, metal, paper… A texture is a normal image file in JPG or PNG format. In this example, you create a box with a simple unshaded Monkey texture as material.</p>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> /** A simple textured cube -- in good MIP map quality. */
- Box cube1Mesh = new Box( 1f,1f,1f);
- Geometry cube1Geo = new Geometry("My Textured Box", cube1Mesh);
- cube1Geo.setLocalTranslation(new Vector3f(-3f,1.1f,0f));
- Material cube1Mat = new Material(assetManager,
- "Common/MatDefs/Misc/Unshaded.j3md");
- Texture cube1Tex = assetManager.loadTexture(
- "Interface/Logo/Monkey.jpg");
- cube1Mat.setTexture("ColorMap", cube1Tex);
- cube1Geo.setMaterial(cube1Mat);
- rootNode.attachChild(cube1Geo);</code></pre>
- </div>
- </div>
- <div class="paragraph">
- <p>Here is what we did: to create a textured box:</p>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>Create a Geometry <code>cube1Geo</code> from a Box mesh <code>cube1Mesh</code>.</p>
- </li>
- <li>
- <p>Create a Material <code>cube1Mat</code> based on jME3’s default <code>Unshaded.j3md</code> material definition.</p>
- </li>
- <li>
- <p>Create a texture <code>cube1Tex</code> from the <code>Monkey.jpg</code> file in the <code>assets/Interface/Logo/</code> directory of the project.</p>
- </li>
- <li>
- <p>Load the texture <code>cube1Tex</code> into the <code>ColorMap</code> layer of the material <code>cube1Mat</code>.</p>
- </li>
- <li>
- <p>Apply the material to the cube, and attach the cube to the rootnode.</p>
- </li>
- </ol>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="transparent-unshaded-texture"><a class="anchor" href="#transparent-unshaded-texture"></a>Transparent Unshaded Texture</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p><code>Monkey.png</code> is the same texture as <code>Monkey.jpg</code>, but with an added alpha channel. The alpha channel allows you to specify which areas of the texture you want to be opaque or transparent: Black areas of the alpha channel remain opaque, gray areas become translucent, and white areas become transparent.</p>
- </div>
- <div class="paragraph">
- <p>For a partially translucent/transparent texture, you need:</p>
- </div>
- <div class="ulist">
- <ul>
- <li>
- <p>A Texture with alpha channel</p>
- </li>
- <li>
- <p>A Texture with blend mode of <code>BlendMode.Alpha</code></p>
- </li>
- <li>
- <p>A Geometry in the <code>Bucket.Transparent</code> render bucket.<br>
- This bucket ensures that the transparent object is drawn on top of objects behind it, and they show up correctly under the transparent parts.</p>
- </li>
- </ul>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> /** A translucent/transparent texture, similar to a window frame. */
- Box cube2Mesh = new Box( 1f,1f,0.01f);
- Geometry cube2Geo = new Geometry("window frame", cube2Mesh);
- Material cube2Mat = new Material(assetManager,
- "Common/MatDefs/Misc/Unshaded.j3md");
- cube2Mat.setTexture("ColorMap",
- assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
- cube2Mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // !
- cube2Geo.setQueueBucket(Bucket.Transparent); // !
- cube2Geo.setMaterial(cube2Mat);
- rootNode.attachChild(cube2Geo);</code></pre>
- </div>
- </div>
- <div class="paragraph">
- <p>For non-transparent objects, the drawing order is not so important, because the z-buffer already keeps track of whether a pixel is behind something else or not, and the color of an opaque pixel doesn’t depend on the pixels under it, this is why opaque Geometries can be drawn in any order.</p>
- </div>
- <div class="paragraph">
- <p>What you did for the transparent texture is the same as before, with only one added step for the transparency.</p>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>Create a Geometry <code>cube2Geo</code> from a Box mesh <code>cube2Mesh</code>. This Box Geometry is flat upright box (because z=0.01f).</p>
- </li>
- <li>
- <p>Create a Material <code>cube2Mat</code> based on jME3’s default <code>Unshaded.j3md</code> material definition.</p>
- </li>
- <li>
- <p>Create a texture <code>cube2Tex</code> from the <code>Monkey.png</code> file in the <code>assets/Textures/ColoredTex/</code> directory of the project. This PNG file must have an alpha layer.</p>
- </li>
- <li>
- <p><strong>Activate transparency in the material by setting the blend mode to Alpha.</strong></p>
- </li>
- <li>
- <p><strong>Set the QueueBucket of the Geometry to <code>Bucket.Transparent</code>.</strong></p>
- </li>
- <li>
- <p>Load the texture <code>cube2Tex</code> into the <code>ColorMap</code> layer of the material <code>cube2Mat</code>.</p>
- </li>
- <li>
- <p>Apply the material to the cube, and attach the cube to the rootnode.</p>
- </li>
- </ol>
- </div>
- <div class="admonitionblock tip">
- <table>
- <tr>
- <td class="icon">
- <i class="fa icon-tip" title="Tip"></i>
- </td>
- <td class="content">
- <div class="paragraph">
- <p>Learn more about creating PNG images with an alpha layer in the help system of your graphic editor.</p>
- </div>
- </td>
- </tr>
- </table>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="shininess-and-bumpiness"><a class="anchor" href="#shininess-and-bumpiness"></a>Shininess and Bumpiness</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>But textures are not all. Have a close look at the shiny sphere – you cannot get such a nice bumpy material with just a plain texture. You see that JME3 also supports so-called Phong-illuminated materials:</p>
- </div>
- <div class="paragraph">
- <p>In a lit material, the standard texture layer is referred to as <em>DiffuseMap</em>, any material can use this layer. A lit material can additionally have lighting effects such as <em>Shininess</em> used together with the <em>SpecularMap</em> layer and <em>Specular</em> color. And you can even get a realistically bumpy or cracked surface with help of the <em>NormalMap</em> layer.</p>
- </div>
- <div class="paragraph">
- <p>Let’s have a look at the part of the code example where you create the shiny bumpy rock.</p>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>Create a Geometry from a Sphere shape. Note that this shape is a normal smooth sphere mesh.</p>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> Sphere sphereMesh = new Sphere(32,32, 2f);
- Geometry sphereGeo = new Geometry("Shiny rock", sphereMesh);</code></pre>
- </div>
- </div>
- <div class="olist loweralpha">
- <ol class="loweralpha" type="a">
- <li>
- <p>(Only for Spheres) Change the sphere’s TextureMode to make the square texture project better onto the sphere.</p>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> sphereMesh.setTextureMode(Sphere.TextureMode.Projected);</code></pre>
- </div>
- </div>
- </li>
- <li>
- <p>You must generate TangentBinormals for the mesh so you can use the NormalMap layer of the texture.</p>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> TangentBinormalGenerator.generate(sphereMesh);</code></pre>
- </div>
- </div>
- </li>
- </ol>
- </div>
- </li>
- <li>
- <p>Create a material based on the <code>Lighting.j3md</code> default material.</p>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> Material sphereMat = new Material(assetManager,
- "Common/MatDefs/Light/Lighting.j3md");</code></pre>
- </div>
- </div>
- <div class="olist loweralpha">
- <ol class="loweralpha" type="a">
- <li>
- <p>Set a standard rocky texture in the <code>DiffuseMap</code> layer.</p>
- <div class="imageblock text-right">
- <div class="content">
- <img src="https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe75bacef4b87f2eb38e/jme3-testdata/src/main/resources/Textures/Terrain/Pond/Pond.jpg" alt="Pond.jpg" width="64" height="64">
- </div>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> sphereMat.setTexture("DiffuseMap",
- assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));</code></pre>
- </div>
- </div>
- </li>
- <li>
- <p>Set the <code>NormalMap</code> layer that contains the bumpiness. The NormalMap was generated for this particular DiffuseMap with a special tool (e.g. Blender).</p>
- <div class="imageblock text-right">
- <div class="content">
- <img src="https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe75bacef4b87f2eb38e/jme3-testdata/src/main/resources/Textures/Terrain/Pond/Pond_normal.png" alt="Pond_normal.png" width="64" height="64">
- </div>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> sphereMat.setTexture("NormalMap",
- assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));</code></pre>
- </div>
- </div>
- </li>
- <li>
- <p>Set the Material’s Shininess to a value between 1 and 128. For a rock, a low fuzzy shininess is appropriate. Use material colors to define the shiny Specular color.</p>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> sphereMat.setBoolean("UseMaterialColors",true);
- sphereMat.setColor("Diffuse",ColorRGBA.White); // minimum material color
- sphereMat.setColor("Specular",ColorRGBA.White); // for shininess
- sphereMat.setFloat("Shininess", 64f); // [1,128] for shininess</code></pre>
- </div>
- </div>
- </li>
- </ol>
- </div>
- </li>
- <li>
- <p>Assign your newly created material to the Geometry.</p>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> sphereGeo.setMaterial(sphereMat);</code></pre>
- </div>
- </div>
- </li>
- <li>
- <p>Let’s move and rotate the geometry a bit to position it better.</p>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> sphereGeo.setLocalTranslation(0,2,-2); // Move it a bit
- sphereGeo.rotate(1.6f, 0, 0); // Rotate it a bit
- rootNode.attachChild(sphereGeo);</code></pre>
- </div>
- </div>
- </li>
- </ol>
- </div>
- <div class="paragraph">
- <p>Remember that any Lighting.j3md-based material requires a light source, as shown in the full code sample above.</p>
- </div>
- <div class="admonitionblock tip">
- <table>
- <tr>
- <td class="icon">
- <i class="fa icon-tip" title="Tip"></i>
- </td>
- <td class="content">
- <div class="paragraph">
- <p>To deactivate Shininess, do not set <code>Shininess</code> to 0, but instead set the <code>Specular</code> color to <code>ColorRGBA.Black</code>.</p>
- </div>
- </td>
- </tr>
- </table>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="default-material-definitions"><a class="anchor" href="#default-material-definitions"></a>Default Material Definitions</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>As you have seen, you can find the following default materials in <code>jme/core-data/Common/MatDefs/…</code>.</p>
- </div>
- <table class="tableblock frame-all grid-all stretch">
- <colgroup>
- <col style="width: 20%;">
- <col style="width: 40%;">
- <col style="width: 40%;">
- </colgroup>
- <thead>
- <tr>
- <th class="tableblock halign-left valign-top">Default Definition</th>
- <th class="tableblock halign-left valign-top">Usage</th>
- <th class="tableblock halign-left valign-top">Parameters</th>
- </tr>
- </thead>
- <tbody>
- <tr>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p><code>Misc/Unshaded.j3md</code></p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Colored: Use with mat.setColor() and ColorRGBA.<br>
- Textured: Use with mat.setTexture() and Texture.</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Color : Color<br>
- ColorMap : Texture2D</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p><code>Light/Lighting.j3md</code></p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Use with shiny Textures, Bump- and NormalMaps textures.<br>
- Requires a light source.</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Ambient, Diffuse, Specular : Color<br>
- DiffuseMap, NormalMap, SpecularMap : Texture2D<br>
- Shininess : Float</p>
- </div></div></td>
- </tr>
- </tbody>
- </table>
- <div class="paragraph">
- <p>For a game, you create custom Materials based on these existing MaterialDefintions – as you have just seen in the example with the shiny rock’s material.</p>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="exercises"><a class="anchor" href="#exercises"></a>Exercises</h2>
- <div class="sectionbody">
- <div class="sect2">
- <h3 id="exercise-1-custom-j3m-material"><a class="anchor" href="#exercise-1-custom-j3m-material"></a>Exercise 1: Custom .j3m Material</h3>
- <div class="paragraph">
- <p>Look at the shiny rocky sphere above again. It takes several lines to create and set the Material.</p>
- </div>
- <div class="ulist">
- <ul>
- <li>
- <p>Note how it loads the <code>Lighting.j3md</code> Material definition.</p>
- </li>
- <li>
- <p>Note how it sets the <code>DiffuseMap</code> and <code>NormalMap</code> to a texture path.</p>
- </li>
- <li>
- <p>Note how it activates <code>UseMaterialColors</code> and sets <code>Specular</code> and <code>Diffuse</code> to 4 float values (RGBA color).</p>
- </li>
- <li>
- <p>Note how it sets <code>Shininess</code> to 64.</p>
- </li>
- </ul>
- </div>
- <div class="paragraph">
- <p>If you want to use one custom material for several models, you can store it in a .j3m file, and save a few lines of code every time.</p>
- </div>
- <div class="paragraph">
- <p>You create a j3m file as follows:</p>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>Create a plain text file <code>assets/Materials/MyCustomMaterial.j3m</code> in your project directory, with the following content:</p>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-none hljs">Material My shiny custom material : Common/MatDefs/Light/Lighting.j3md {
- MaterialParameters {
- DiffuseMap : Textures/Terrain/Pond/Pond.jpg
- NormalMap : Textures/Terrain/Pond/Pond_normal.png
- UseMaterialColors : true
- Specular : 1.0 1.0 1.0 1.0
- Diffuse : 1.0 1.0 1.0 1.0
- Shininess : 64.0
- }
- }</code></pre>
- </div>
- </div>
- <div class="ulist">
- <ul>
- <li>
- <p>Note that <code>Material</code> is a fixed keyword.</p>
- </li>
- <li>
- <p>Note that <code>My shiny custom material</code> is a String that you can choose to describe the material.</p>
- </li>
- <li>
- <p>Note how the code sets all the same properties as before!</p>
- </li>
- </ul>
- </div>
- </li>
- <li>
- <p>In the code sample, comment out the eight lines that have <code>sphereMat</code> in them.</p>
- </li>
- <li>
- <p>Below this line, add the following line:</p>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java">sphereGeo.setMaterial((Material) assetManager.loadMaterial(
- "Materials/MyCustomMaterial.j3m"));</code></pre>
- </div>
- </div>
- </li>
- <li>
- <p>Run the app. The result is the same.</p>
- </li>
- </ol>
- </div>
- <div class="paragraph">
- <p>Using this new custom material <code>MyCustomMaterial.j3m</code> only takes one line. You have replaced the eight lines of an on-the-fly material definition with one line that loads a custom material from a file. Using .j3m files is very handy if you use the same material often.</p>
- </div>
- </div>
- <div class="sect2">
- <h3 id="exercise-2-bumpiness-and-shininess"><a class="anchor" href="#exercise-2-bumpiness-and-shininess"></a>Exercise 2: Bumpiness and Shininess</h3>
- <div class="paragraph">
- <p>Go back to the bumpy rock sample above:</p>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>Comment out the DiffuseMap line, and run the app. (Uncomment it again.)</p>
- <div class="ulist">
- <ul>
- <li>
- <p>Which property of the rock is lost?</p>
- </li>
- </ul>
- </div>
- </li>
- <li>
- <p>Comment out the NormalMap line, and run the app. (Uncomment it again.)</p>
- <div class="ulist">
- <ul>
- <li>
- <p>Which property of the rock is lost?</p>
- </li>
- </ul>
- </div>
- </li>
- <li>
- <p>Change the value of Shininess to values like 0, 63, 127.</p>
- <div class="ulist">
- <ul>
- <li>
- <p>What aspect of the Shininess changes?</p>
- </li>
- </ul>
- </div>
- </li>
- </ol>
- </div>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="conclusion"><a class="anchor" href="#conclusion"></a>Conclusion</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>You have learned how to create a Material, specify its properties, and use it on a Geometry. You know how to load an image file (.png, .jpg) as texture into a material. You know to save texture files in a subfolder of your project’s <code>assets/Textures/</code> directory.</p>
- </div>
- <div class="paragraph">
- <p>You have also learned that a material can be stored in a .j3m file. The file references a built-in MaterialDefinition and specifies values for properties of that MaterialDefinition. You know to save your custom .j3m files in your project’s <code>assets/Materials/</code> directory.</p>
- </div>
- <div class="paragraph">
- <p><strong>See also:</strong></p>
- </div>
- <div class="ulist">
- <ul>
- <li>
- <p><a href="../../core/material/how_to_use_materials.html" class="xref page">How to Use Materials</a></p>
- </li>
- <li>
- <p><a href="../../sdk/material_editing.html" class="xref page">Material Editing</a></p>
- </li>
- <li>
- <p><a href="https://hub.jmonkeyengine.org/t/jmonkeyengine3-material-system-full-explanation/12947">Materials</a> forum thread</p>
- </li>
- <li>
- <p><a href="http://www.youtube.com/watch?v=Feu3-mrpolc">Video Tutorial: Editing and Assigning Materials to Models in jMonkeyEngine SDK (from 2010, is there a newer one?</a></p>
- </li>
- <li>
- <p><a href="https://www.blender.org/support/tutorials/">Blender tutorials</a></p>
- </li>
- </ul>
- </div>
- </div>
- </div>
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