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  325. <button class="nav-item-toggle"></button>
  326. <a class="nav-link" href="../../core/scene/mesh.html">Mesh</a>
  327. <ul class="nav-list">
  328. <li class="nav-item" data-depth="3">
  329. <a class="nav-link" href="../../core/scene/custom_meshes.html">Custom Meshes</a>
  330. </li>
  331. <li class="nav-item" data-depth="3">
  332. <a class="nav-link" href="../../core/scene/shape/shape.html">Shape</a>
  333. </li>
  334. <li class="nav-item" data-depth="3">
  335. <a class="nav-link" href="../../core/scene/3d_models.html">3D Models</a>
  336. </li>
  337. </ul>
  338. </li>
  339. <li class="nav-item" data-depth="2">
  340. <a class="nav-link" href="../../core/asset/asset_manager.html">Asset Manager</a>
  341. </li>
  342. <li class="nav-item" data-depth="2">
  343. <a class="nav-link" href="../../core/export/save_and_load.html">Saving and Loading Nodes</a>
  344. </li>
  345. <li class="nav-item" data-depth="2">
  346. <a class="nav-link" href="../../core/collision/collision_and_intersection.html">Collision and Intersection</a>
  347. </li>
  348. <li class="nav-item" data-depth="2">
  349. <a class="nav-link" href="../../core/scene/control/level_of_detail.html">Level of Detail</a>
  350. </li>
  351. </ul>
  352. </li>
  353. <li class="nav-item" data-depth="1">
  354. <button class="nav-item-toggle"></button>
  355. <span class="nav-text">Animation, Scene</span>
  356. <ul class="nav-list">
  357. <li class="nav-item" data-depth="2">
  358. <a class="nav-link" href="../../core/animation/animation_new.html">Animation with AnimComposer</a>
  359. </li>
  360. <li class="nav-item" data-depth="2">
  361. <a class="nav-link" href="../../core/animation/animation.html">Animation-Old (AnimControl)</a>
  362. </li>
  363. <li class="nav-item" data-depth="2">
  364. <a class="nav-link" href="../../core/cinematic/cinematics.html">Cinematics (cutscenes, fake destruction physics)</a>
  365. </li>
  366. <li class="nav-item" data-depth="2">
  367. <a class="nav-link" href="../../core/cinematic/motionpath.html">MotionPaths and Waypoints</a>
  368. </li>
  369. </ul>
  370. </li>
  371. <li class="nav-item" data-depth="1">
  372. <button class="nav-item-toggle"></button>
  373. <span class="nav-text">Material, Light, Shadow</span>
  374. <ul class="nav-list">
  375. <li class="nav-item" data-depth="2">
  376. <a class="nav-link" href="../../core/material/how_to_use_materials.html">How to use Materials</a>
  377. </li>
  378. <li class="nav-item" data-depth="2">
  379. <a class="nav-link" href="../../core/material/j3m_material_files.html">.j3m Material Files</a>
  380. </li>
  381. <li class="nav-item" data-depth="2">
  382. <a class="nav-link" href="../../core/material/material_definitions.html">.j3md Material Definitions</a>
  383. </li>
  384. <li class="nav-item" data-depth="2">
  385. <a class="nav-link" href="../../core/material/materials_overview.html">.j3md Properties</a>
  386. </li>
  387. <li class="nav-item" data-depth="2">
  388. <a class="nav-link" href="../../core/shader/jme3_shaders.html">Shaders and JME3</a>
  389. </li>
  390. <li class="nav-item" data-depth="2">
  391. <a class="nav-link" href="../../core/shader/jme3_shadernodes.html">Shader Node System</a>
  392. </li>
  393. <li class="nav-item" data-depth="2">
  394. <a class="nav-link" href="../../core/shader/shader_video_tutorials.html">Shader Video Tutorials</a>
  395. </li>
  396. <li class="nav-item" data-depth="2">
  397. <a class="nav-link" href="../../core/light/light_and_shadow.html">Light and Shadow</a>
  398. </li>
  399. <li class="nav-item" data-depth="2">
  400. <a class="nav-link" href="../../core/texture/anisotropic_filtering.html">Anisotropic Filtering</a>
  401. </li>
  402. <li class="nav-item" data-depth="2">
  403. <a class="nav-link" href="../../core/system/jme3_srgbpipeline.html">Gamma Correction</a>
  404. </li>
  405. <li class="nav-item" data-depth="2">
  406. <a class="nav-link" href="../../core/material/normal_types.html">Normal Map Conventions</a>
  407. </li>
  408. </ul>
  409. </li>
  410. <li class="nav-item" data-depth="1">
  411. <button class="nav-item-toggle"></button>
  412. <span class="nav-text">Audio, Video</span>
  413. <ul class="nav-list">
  414. <li class="nav-item" data-depth="2">
  415. <a class="nav-link" href="../../core/audio/audio.html">Playing Sounds</a>
  416. </li>
  417. <li class="nav-item" data-depth="2">
  418. <a class="nav-link" href="../../core/audio/audio_environment_presets.html">Audio Environment Presets</a>
  419. </li>
  420. <li class="nav-item" data-depth="2">
  421. <a class="nav-link" href="../../core/app/state/screenshots.html">Capture Screenshots</a>
  422. </li>
  423. <li class="nav-item" data-depth="2">
  424. <a class="nav-link" href="../../core/app/state/capture_audio_video_to_a_file.html">Capture Audio/Video</a>
  425. </li>
  426. </ul>
  427. </li>
  428. <li class="nav-item" data-depth="1">
  429. <button class="nav-item-toggle"></button>
  430. <span class="nav-text">Filter, Effect</span>
  431. <ul class="nav-list">
  432. <li class="nav-item" data-depth="2">
  433. <a class="nav-link" href="../../core/effect/effects_overview.html">Overview</a>
  434. </li>
  435. <li class="nav-item" data-depth="2">
  436. <a class="nav-link" href="../../core/effect/bloom_and_glow.html">Bloom and Glow</a>
  437. </li>
  438. <li class="nav-item" data-depth="2">
  439. <a class="nav-link" href="../../core/effect/particle_emitters.html">Particle Emitters</a>
  440. </li>
  441. </ul>
  442. </li>
  443. <li class="nav-item" data-depth="1">
  444. <button class="nav-item-toggle"></button>
  445. <span class="nav-text">Landscapes</span>
  446. <ul class="nav-list">
  447. <li class="nav-item" data-depth="2">
  448. <a class="nav-link" href="../../core/util/sky.html">Sky</a>
  449. </li>
  450. <li class="nav-item" data-depth="2">
  451. <a class="nav-link" href="../../core/terrain/terrain.html">Terrain (TerraMonkey)</a>
  452. </li>
  453. <li class="nav-item" data-depth="2">
  454. <a class="nav-link" href="../../core/collision/terrain_collision.html">Terrain Collision</a>
  455. </li>
  456. <li class="nav-item" data-depth="2">
  457. <a class="nav-link" href="../../core/effect/water.html">Simple Water</a>
  458. </li>
  459. <li class="nav-item" data-depth="2">
  460. <a class="nav-link" href="../../core/effect/post-processor_water.html">Post-Processor Water</a>
  461. </li>
  462. </ul>
  463. </li>
  464. <li class="nav-item" data-depth="1">
  465. <button class="nav-item-toggle"></button>
  466. <span class="nav-text">Camera</span>
  467. <ul class="nav-list">
  468. <li class="nav-item" data-depth="2">
  469. <a class="nav-link" href="../../core/renderer/camera.html">Camera</a>
  470. </li>
  471. <li class="nav-item" data-depth="2">
  472. <a class="nav-link" href="../../core/renderer/making_the_camera_follow_a_character.html">Follow a Character</a>
  473. </li>
  474. <li class="nav-item" data-depth="2">
  475. <a class="nav-link" href="../../core/renderer/remote-controlling_the_camera.html">Remote-Controlling</a>
  476. </li>
  477. <li class="nav-item" data-depth="2">
  478. <a class="nav-link" href="../../core/renderer/multiple_camera_views.html">Multiple Camera Views</a>
  479. </li>
  480. <li class="nav-item" data-depth="2">
  481. <a class="nav-link" href="../../core/renderer/jme3_renderbuckets.html">Render Buckets</a>
  482. </li>
  483. </ul>
  484. </li>
  485. <li class="nav-item" data-depth="1">
  486. <button class="nav-item-toggle"></button>
  487. <span class="nav-text">Rendering</span>
  488. <ul class="nav-list">
  489. <li class="nav-item" data-depth="2">
  490. <a class="nav-link" href="../../core/renderer/render_pipeline.html">Render Pipelines</a>
  491. </li>
  492. </ul>
  493. </li>
  494. <li class="nav-item" data-depth="1">
  495. <button class="nav-item-toggle"></button>
  496. <span class="nav-text">User Interaction</span>
  497. <ul class="nav-list">
  498. <li class="nav-item" data-depth="2">
  499. <a class="nav-link" href="../../core/input/input_handling.html">Input Handling</a>
  500. </li>
  501. <li class="nav-item" data-depth="2">
  502. <a class="nav-link" href="../../core/input/combo_moves.html">Combo Moves</a>
  503. </li>
  504. <li class="nav-item" data-depth="2">
  505. <a class="nav-link" href="../../core/input/mouse_picking.html">Mouse Picking</a>
  506. </li>
  507. </ul>
  508. </li>
  509. <li class="nav-item" data-depth="1">
  510. <button class="nav-item-toggle"></button>
  511. <a class="nav-link" href="../../core/gui/topic_gui.html">Graphical User Interface</a>
  512. <ul class="nav-list">
  513. <li class="nav-item" data-depth="2">
  514. <button class="nav-item-toggle"></button>
  515. <span class="nav-text">Nifty GUI</span>
  516. <ul class="nav-list">
  517. <li class="nav-item" data-depth="3">
  518. <a class="nav-link" href="../../core/gui/nifty_gui.html">Integration Tutorial</a>
  519. </li>
  520. <li class="nav-item" data-depth="3">
  521. <a class="nav-link" href="../../core/gui/nifty_gui_best_practices.html">Best Practices</a>
  522. </li>
  523. <li class="nav-item" data-depth="3">
  524. <a class="nav-link" href="../../core/gui/nifty_gui_scenarios.html">Scenarios</a>
  525. </li>
  526. </ul>
  527. </li>
  528. <li class="nav-item" data-depth="2">
  529. <a class="nav-link" href="../../core/ui/hud.html">Head-Up Display (HUD)</a>
  530. </li>
  531. </ul>
  532. </li>
  533. <li class="nav-item" data-depth="1">
  534. <button class="nav-item-toggle"></button>
  535. <span class="nav-text">Virtual Reality</span>
  536. <ul class="nav-list">
  537. <li class="nav-item" data-depth="2">
  538. <a class="nav-link" href="../../core/vr/virtualreality.html">Virtual Reality</a>
  539. </li>
  540. <li class="nav-item" data-depth="2">
  541. <a class="nav-link" href="../../core/vr/legacyOpenVr.html">Virtual Reality Legacy Support</a>
  542. </li>
  543. <li class="nav-item" data-depth="2">
  544. <a class="nav-link" href="../../core/vr/virtualrealitycontrollers.html">Virtual Reality Legacy Controller Support</a>
  545. </li>
  546. </ul>
  547. </li>
  548. </ul>
  549. </li>
  550. <li class="nav-item" data-depth="0">
  551. <ul class="nav-list">
  552. <li class="nav-item" data-depth="1">
  553. <button class="nav-item-toggle"></button>
  554. <a class="nav-link" href="../../physics/physics.html">Physics</a>
  555. <ul class="nav-list">
  556. <li class="nav-item" data-depth="2">
  557. <a class="nav-link" href="../../physics/bullet_multithreading.html">Multi-Threaded Physics</a>
  558. </li>
  559. <li class="nav-item" data-depth="2">
  560. <a class="nav-link" href="../../physics/collision/physics_listeners.html">Collision Detection</a>
  561. </li>
  562. <li class="nav-item" data-depth="2">
  563. <a class="nav-link" href="../../physics/joint/hinges_and_joints.html">Hinges and Joints</a>
  564. </li>
  565. <li class="nav-item" data-depth="2">
  566. <a class="nav-link" href="../../physics/control/walking_character.html">Walking Character</a>
  567. </li>
  568. <li class="nav-item" data-depth="2">
  569. <a class="nav-link" href="../../physics/control/ragdoll.html">Ragdoll</a>
  570. </li>
  571. <li class="nav-item" data-depth="2">
  572. <a class="nav-link" href="../../physics/control/vehicles.html">Vehicles</a>
  573. </li>
  574. <li class="nav-item" data-depth="2">
  575. <a class="nav-link" href="../../physics/control/softbody.html">Softbody</a>
  576. </li>
  577. <li class="nav-item" data-depth="2">
  578. <a class="nav-link" href="../../physics/bullet_pitfalls.html">Bullet Physics Pitfalls</a>
  579. </li>
  580. </ul>
  581. </li>
  582. </ul>
  583. </li>
  584. <li class="nav-item" data-depth="0">
  585. <ul class="nav-list">
  586. <li class="nav-item" data-depth="1">
  587. <button class="nav-item-toggle"></button>
  588. <span class="nav-text">Networking</span>
  589. <ul class="nav-list">
  590. <li class="nav-item" data-depth="2">
  591. <a class="nav-link" href="../../networking/networking.html">Networking (SpiderMonkey)</a>
  592. </li>
  593. <li class="nav-item" data-depth="2">
  594. <a class="nav-link" href="../../networking/headless_server.html">Headless Server</a>
  595. </li>
  596. <li class="nav-item" data-depth="2">
  597. <a class="nav-link" href="../../networking/monkey_zone.html">Multi-Player Demo Code</a>
  598. </li>
  599. <li class="nav-item" data-depth="2">
  600. <a class="nav-link" href="../../networking/networking_video_tutorials.html">Networking Video Tutorials</a>
  601. </li>
  602. </ul>
  603. </li>
  604. </ul>
  605. </li>
  606. <li class="nav-item" data-depth="0">
  607. <ul class="nav-list">
  608. <li class="nav-item" data-depth="1">
  609. <button class="nav-item-toggle"></button>
  610. <span class="nav-text">User Contributions</span>
  611. <ul class="nav-list">
  612. <li class="nav-item" data-depth="2">
  613. <a class="nav-link" href="../../contributions/contributions.html">User Made Utilities</a>
  614. </li>
  615. <li class="nav-item" data-depth="2">
  616. <button class="nav-item-toggle"></button>
  617. <span class="nav-text">Shader</span>
  618. <ul class="nav-list">
  619. <li class="nav-item" data-depth="3">
  620. <a class="nav-link" href="../../contributions/shader/shaderblow_project.html">ShaderBlow Project</a>
  621. </li>
  622. </ul>
  623. </li>
  624. <li class="nav-item" data-depth="2">
  625. <button class="nav-item-toggle"></button>
  626. <span class="nav-text">Landscapes</span>
  627. <ul class="nav-list">
  628. <li class="nav-item" data-depth="3">
  629. <a class="nav-link" href="../../contributions/lanscapes/vegetationsystem/vegetationsystem.html">Vegetation System</a>
  630. </li>
  631. </ul>
  632. </li>
  633. <li class="nav-item" data-depth="2">
  634. <button class="nav-item-toggle"></button>
  635. <span class="nav-text">Networking</span>
  636. <ul class="nav-list">
  637. <li class="nav-item" data-depth="3">
  638. <a class="nav-link" href="../../contributions/networking/open_game_finder.html">Open Game Finder</a>
  639. </li>
  640. </ul>
  641. </li>
  642. <li class="nav-item" data-depth="2">
  643. <button class="nav-item-toggle"></button>
  644. <span class="nav-text">Entity System</span>
  645. <ul class="nav-list">
  646. <li class="nav-item" data-depth="3">
  647. <a class="nav-link" href="#es/entitysystem.adoc">The Zay-ES Entity System</a>
  648. </li>
  649. </ul>
  650. </li>
  651. <li class="nav-item" data-depth="2">
  652. <button class="nav-item-toggle"></button>
  653. <span class="nav-text">Artificial Intelligence</span>
  654. <ul class="nav-list">
  655. <li class="nav-item" data-depth="3">
  656. <a class="nav-link" href="../../contributions/ai/recast.html">Recast Navigation</a>
  657. </li>
  658. <li class="nav-item" data-depth="3">
  659. <a class="nav-link" href="../../contributions/ai/building_recast.html">Updating and building Recast Native Bindings</a>
  660. </li>
  661. <li class="nav-item" data-depth="3">
  662. <a class="nav-link" href="../../contributions/ai/monkey_brains.html">Monkey Brains</a>
  663. </li>
  664. <li class="nav-item" data-depth="3">
  665. <a class="nav-link" href="../../contributions/ai/steer_behaviours.html">Steer Behaviours</a>
  666. </li>
  667. <li class="nav-item" data-depth="3">
  668. <a class="nav-link" href="../../contributions/ai/jme3_ai.html">jME3 Artificial Intelligence</a>
  669. </li>
  670. </ul>
  671. </li>
  672. <li class="nav-item" data-depth="2">
  673. <button class="nav-item-toggle"></button>
  674. <a class="nav-link" href="../../contributions/gui/topic_contributions_gui.html">GUI</a>
  675. <ul class="nav-list">
  676. <li class="nav-item" data-depth="3">
  677. <a class="nav-link" href="../../contributions/contributions.html#lemur-gui-library">Lemur - a native jME3 GUI library with scene graph tools</a>
  678. </li>
  679. <li class="nav-item" data-depth="3">
  680. <a class="nav-link" href="../../contributions/contributions.html#tonegodgui">tonegodGUI - a native jME3 GUI library</a>
  681. </li>
  682. <li class="nav-item" data-depth="3">
  683. <a class="nav-link" href="../../contributions/contributions.html#immediate-graphical-user-interface">Immediate graphical user interface</a>
  684. </li>
  685. </ul>
  686. </li>
  687. <li class="nav-item" data-depth="2">
  688. <button class="nav-item-toggle"></button>
  689. <span class="nav-text">Tools</span>
  690. <ul class="nav-list">
  691. <li class="nav-item" data-depth="3">
  692. <a class="nav-link" href="../../contributions/tools/navigation.html">Mercator Projection Tool (Marine Navigation)</a>
  693. </li>
  694. <li class="nav-item" data-depth="3">
  695. <a class="nav-link" href="../../contributions/tools/charts.html">Visualizing Maps in JME3 (Marine Charts)</a>
  696. </li>
  697. </ul>
  698. </li>
  699. <li class="nav-item" data-depth="2">
  700. <button class="nav-item-toggle"></button>
  701. <a class="nav-link" href="../../contributions/vr/topic_contributions_vr.html">Virtual Reality (And augmented reality)</a>
  702. <ul class="nav-list">
  703. <li class="nav-item" data-depth="3">
  704. <a class="nav-link" href="../../contributions/contributions.html#tamarin-openxr">Tamarin OpenXR</a>
  705. </li>
  706. </ul>
  707. </li>
  708. <li class="nav-item" data-depth="2">
  709. <button class="nav-item-toggle"></button>
  710. <span class="nav-text">Projects</span>
  711. <ul class="nav-list">
  712. <li class="nav-item" data-depth="3">
  713. <a class="nav-link" href="../../contributions/projects/rise_of_mutants_project.html">Rise of Mutants Project</a>
  714. </li>
  715. </ul>
  716. </li>
  717. </ul>
  718. </li>
  719. </ul>
  720. </li>
  721. <li class="nav-item" data-depth="0">
  722. <ul class="nav-list">
  723. <li class="nav-item" data-depth="1">
  724. <button class="nav-item-toggle"></button>
  725. <a class="nav-link" href="../../sdk/sdk.html">SDK</a>
  726. <ul class="nav-list">
  727. <li class="nav-item" data-depth="2">
  728. <button class="nav-item-toggle"></button>
  729. <span class="nav-text">Video Tutorials</span>
  730. <ul class="nav-list">
  731. <li class="nav-item" data-depth="3">
  732. <button class="nav-item-toggle"></button>
  733. <span class="nav-text">SDK Use Case Tutorials</span>
  734. <ul class="nav-list">
  735. <li class="nav-item" data-depth="4">
  736. <a class="nav-link" href="http://www.youtube.com/watch?v=-OzRZscLlHY">Demo 1 (Quixote demo)</a>
  737. </li>
  738. <li class="nav-item" data-depth="4">
  739. <a class="nav-link" href="http://www.youtube.com/watch?v=6-YWxD3JByE">Demo 2 (Models and Materials)</a>
  740. </li>
  741. </ul>
  742. </li>
  743. <li class="nav-item" data-depth="3">
  744. <button class="nav-item-toggle"></button>
  745. <span class="nav-text">SDK Tutorials</span>
  746. <ul class="nav-list">
  747. <li class="nav-item" data-depth="4">
  748. <a class="nav-link" href="http://www.youtube.com/watch?v=M1_0pbeyJzI">Basics</a>
  749. </li>
  750. <li class="nav-item" data-depth="4">
  751. <a class="nav-link" href="http://www.youtube.com/watch?v=nL7woH40i5c">Importing Models</a>
  752. </li>
  753. <li class="nav-item" data-depth="4">
  754. <a class="nav-link" href="http://www.youtube.com/watch?v=DUmgAjiNzhY">Dragging&amp;Dropping Nodes</a>
  755. </li>
  756. <li class="nav-item" data-depth="4">
  757. <a class="nav-link" href="http://www.youtube.com/watch?v=ntPAmtsQ6eM">Scene Composing</a>
  758. </li>
  759. <li class="nav-item" data-depth="4">
  760. <a class="nav-link" href="http://www.youtube.com/watch?v=zgPV3W6dD4s">Terrain with Collision Shape</a>
  761. </li>
  762. <li class="nav-item" data-depth="4">
  763. <a class="nav-link" href="http://www.youtube.com/watch?v=Feu3-mrpolc">Working with Materials</a>
  764. </li>
  765. <li class="nav-item" data-depth="4">
  766. <a class="nav-link" href="http://www.youtube.com/watch?v=MNDiZ9YHIpM">Custom Controls</a>
  767. </li>
  768. <li class="nav-item" data-depth="4">
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  953. <div class="nav-panel-explore" data-panel="explore">
  954. <div class="context">
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  1002. <li><a href="../../documentation.html">JME</a></li>
  1003. <li><a href="beginner.html">Beginner Tutorials</a></li>
  1004. <li><a href="hello_material.html">Hello Material</a></li>
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  1017. </div>
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  1020. <h1 class="page">jMonkeyEngine 3 Tutorial (6) - Hello Materials</h1>
  1021. <div id="preamble">
  1022. <div class="sectionbody">
  1023. <div class="paragraph">
  1024. <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>
  1025. </div>
  1026. <div class="imageblock text-center">
  1027. <div class="content">
  1028. <img src="../_images/beginner/beginner-materials.png" alt="beginner-materials.png" width="320" height="240">
  1029. </div>
  1030. </div>
  1031. <div class="admonitionblock tip">
  1032. <table>
  1033. <tr>
  1034. <td class="icon">
  1035. <i class="fa icon-tip" title="Tip"></i>
  1036. </td>
  1037. <td class="content">
  1038. <div class="paragraph">
  1039. <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>&#160;<i class="fa fa-angle-right caret"></i> <b class="submenu">Libraries</b>&#160;<i class="fa fa-angle-right caret"></i> <b class="menuitem">Add Library</b></span>, and add the &#8220;jme3-test-data&#8221; library.</p>
  1040. </div>
  1041. </td>
  1042. </tr>
  1043. </table>
  1044. </div>
  1045. </div>
  1046. </div>
  1047. <div class="sect1">
  1048. <h2 id="sample-code"><a class="anchor" href="#sample-code"></a>Sample Code</h2>
  1049. <div class="sectionbody">
  1050. <div class="listingblock">
  1051. <div class="content">
  1052. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java">package jme3test.helloworld;
  1053. import com.jme3.app.SimpleApplication;
  1054. import com.jme3.light.DirectionalLight;
  1055. import com.jme3.material.Material;
  1056. import com.jme3.material.RenderState.BlendMode;
  1057. import com.jme3.math.ColorRGBA;
  1058. import com.jme3.math.Vector3f;
  1059. import com.jme3.renderer.queue.RenderQueue.Bucket;
  1060. import com.jme3.scene.Geometry;
  1061. import com.jme3.scene.shape.Box;
  1062. import com.jme3.scene.shape.Sphere;
  1063. import com.jme3.texture.Texture;
  1064. import com.jme3.util.TangentBinormalGenerator;
  1065. /** Sample 6 - how to give an object's surface a material and texture.
  1066. * How to make objects transparent. How to make bumpy and shiny surfaces. */
  1067. public class HelloMaterial extends SimpleApplication {
  1068. public static void main(String[] args) {
  1069. HelloMaterial app = new HelloMaterial();
  1070. app.start();
  1071. }
  1072. @Override
  1073. public void simpleInitApp() {
  1074. /** A simple textured cube -- in good MIP map quality. */
  1075. Box cube1Mesh = new Box( 1f,1f,1f);
  1076. Geometry cube1Geo = new Geometry("My Textured Box", cube1Mesh);
  1077. cube1Geo.setLocalTranslation(new Vector3f(-3f,1.1f,0f));
  1078. Material cube1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
  1079. Texture cube1Tex = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
  1080. cube1Mat.setTexture("ColorMap", cube1Tex);
  1081. cube1Geo.setMaterial(cube1Mat);
  1082. rootNode.attachChild(cube1Geo);
  1083. /** A translucent/transparent texture, similar to a window frame. */
  1084. Box cube2Mesh = new Box( 1f,1f,0.01f);
  1085. Geometry cube2Geo = new Geometry("window frame", cube2Mesh);
  1086. Material cube2Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
  1087. cube2Mat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
  1088. cube2Mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency
  1089. cube2Geo.setQueueBucket(Bucket.Transparent);
  1090. cube2Geo.setMaterial(cube2Mat);
  1091. rootNode.attachChild(cube2Geo);
  1092. /* A bumpy rock with a shiny light effect. To make bumpy objects you must create a NormalMap. */
  1093. Sphere sphereMesh = new Sphere(32,32, 2f);
  1094. Geometry sphereGeo = new Geometry("Shiny rock", sphereMesh);
  1095. sphereMesh.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres
  1096. TangentBinormalGenerator.generate(sphereMesh); // for lighting effect
  1097. Material sphereMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
  1098. sphereMat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
  1099. sphereMat.setTexture("NormalMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
  1100. sphereMat.setBoolean("UseMaterialColors",true);
  1101. sphereMat.setColor("Diffuse",ColorRGBA.White);
  1102. sphereMat.setColor("Specular",ColorRGBA.White);
  1103. sphereMat.setFloat("Shininess", 64f); // [0,128]
  1104. sphereGeo.setMaterial(sphereMat);
  1105. //sphereGeo.setMaterial((Material) assetManager.loadMaterial("Materials/MyCustomMaterial.j3m"));
  1106. sphereGeo.setLocalTranslation(0,2,-2); // Move it a bit
  1107. sphereGeo.rotate(1.6f, 0, 0); // Rotate it a bit
  1108. rootNode.attachChild(sphereGeo);
  1109. /** Must add a light to make the lit object visible! */
  1110. DirectionalLight sun = new DirectionalLight();
  1111. sun.setDirection(new Vector3f(1,0,-2).normalizeLocal());
  1112. sun.setColor(ColorRGBA.White);
  1113. rootNode.addLight(sun);
  1114. }
  1115. }</code></pre>
  1116. </div>
  1117. </div>
  1118. <div class="paragraph">
  1119. <p>You should see</p>
  1120. </div>
  1121. <div class="ulist">
  1122. <ul>
  1123. <li>
  1124. <p>Left – A cube with a brown monkey texture.</p>
  1125. </li>
  1126. <li>
  1127. <p>Right – A translucent monkey picture in front of a shiny bumpy rock.</p>
  1128. </li>
  1129. </ul>
  1130. </div>
  1131. <div class="paragraph">
  1132. <p>Move around with the WASD keys to have a closer look at the translucency, and the rock&#8217;s bumpiness.</p>
  1133. </div>
  1134. </div>
  1135. </div>
  1136. <div class="sect1">
  1137. <h2 id="simple-unshaded-texture"><a class="anchor" href="#simple-unshaded-texture"></a>Simple Unshaded Texture</h2>
  1138. <div class="sectionbody">
  1139. <div class="paragraph">
  1140. <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>
  1141. </div>
  1142. <div class="listingblock">
  1143. <div class="content">
  1144. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> /** A simple textured cube -- in good MIP map quality. */
  1145. Box cube1Mesh = new Box( 1f,1f,1f);
  1146. Geometry cube1Geo = new Geometry("My Textured Box", cube1Mesh);
  1147. cube1Geo.setLocalTranslation(new Vector3f(-3f,1.1f,0f));
  1148. Material cube1Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
  1149. Texture cube1Tex = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
  1150. cube1Mat.setTexture("ColorMap", cube1Tex);
  1151. cube1Geo.setMaterial(cube1Mat);
  1152. rootNode.attachChild(cube1Geo);</code></pre>
  1153. </div>
  1154. </div>
  1155. <div class="paragraph">
  1156. <p>Here is what we did: to create a textured box:</p>
  1157. </div>
  1158. <div class="olist arabic">
  1159. <ol class="arabic">
  1160. <li>
  1161. <p>Create a Geometry <code>cube1Geo</code> from a Box mesh <code>cube1Mesh</code>.</p>
  1162. </li>
  1163. <li>
  1164. <p>Create a Material <code>cube1Mat</code> based on jME3&#8217;s default <code>Unshaded.j3md</code> material definition.</p>
  1165. </li>
  1166. <li>
  1167. <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>
  1168. </li>
  1169. <li>
  1170. <p>Load the texture <code>cube1Tex</code> into the <code>ColorMap</code> layer of the material <code>cube1Mat</code>.</p>
  1171. </li>
  1172. <li>
  1173. <p>Apply the material to the cube, and attach the cube to the rootnode.</p>
  1174. </li>
  1175. </ol>
  1176. </div>
  1177. </div>
  1178. </div>
  1179. <div class="sect1">
  1180. <h2 id="transparent-unshaded-texture"><a class="anchor" href="#transparent-unshaded-texture"></a>Transparent Unshaded Texture</h2>
  1181. <div class="sectionbody">
  1182. <div class="paragraph">
  1183. <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>
  1184. </div>
  1185. <div class="paragraph">
  1186. <p>For a partially translucent/transparent texture, you need:</p>
  1187. </div>
  1188. <div class="ulist">
  1189. <ul>
  1190. <li>
  1191. <p>A Texture with alpha channel</p>
  1192. </li>
  1193. <li>
  1194. <p>A Texture with blend mode of <code>BlendMode.Alpha</code></p>
  1195. </li>
  1196. <li>
  1197. <p>A Geometry in the <code>Bucket.Transparent</code> render bucket.<br>
  1198. 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>
  1199. </li>
  1200. </ul>
  1201. </div>
  1202. <div class="listingblock">
  1203. <div class="content">
  1204. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> /** A translucent/transparent texture, similar to a window frame. */
  1205. Box cube2Mesh = new Box( 1f,1f,0.01f);
  1206. Geometry cube2Geo = new Geometry("window frame", cube2Mesh);
  1207. Material cube2Mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
  1208. cube2Mat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
  1209. cube2Mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency
  1210. cube2Geo.setQueueBucket(Bucket.Transparent);
  1211. cube2Geo.setMaterial(cube2Mat);
  1212. rootNode.attachChild(cube2Geo);</code></pre>
  1213. </div>
  1214. </div>
  1215. <div class="paragraph">
  1216. <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&#8217;t depend on the pixels under it, this is why opaque Geometries can be drawn in any order.</p>
  1217. </div>
  1218. <div class="paragraph">
  1219. <p>What you did for the transparent texture is the same as before, with only one added step for the transparency.</p>
  1220. </div>
  1221. <div class="olist arabic">
  1222. <ol class="arabic">
  1223. <li>
  1224. <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>
  1225. </li>
  1226. <li>
  1227. <p>Create a Material <code>cube2Mat</code> based on jME3&#8217;s default <code>Unshaded.j3md</code> material definition.</p>
  1228. </li>
  1229. <li>
  1230. <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>
  1231. </li>
  1232. <li>
  1233. <p><strong>Activate transparency in the material by setting the blend mode to Alpha.</strong></p>
  1234. </li>
  1235. <li>
  1236. <p><strong>Set the QueueBucket of the Geometry to <code>Bucket.Transparent</code>.</strong></p>
  1237. </li>
  1238. <li>
  1239. <p>Load the texture <code>cube2Tex</code> into the <code>ColorMap</code> layer of the material <code>cube2Mat</code>.</p>
  1240. </li>
  1241. <li>
  1242. <p>Apply the material to the cube, and attach the cube to the rootnode.</p>
  1243. </li>
  1244. </ol>
  1245. </div>
  1246. <div class="admonitionblock tip">
  1247. <table>
  1248. <tr>
  1249. <td class="icon">
  1250. <i class="fa icon-tip" title="Tip"></i>
  1251. </td>
  1252. <td class="content">
  1253. <div class="paragraph">
  1254. <p>Learn more about creating PNG images with an alpha layer in the help system of your graphic editor.</p>
  1255. </div>
  1256. </td>
  1257. </tr>
  1258. </table>
  1259. </div>
  1260. </div>
  1261. </div>
  1262. <div class="sect1">
  1263. <h2 id="shininess-and-bumpiness"><a class="anchor" href="#shininess-and-bumpiness"></a>Shininess and Bumpiness</h2>
  1264. <div class="sectionbody">
  1265. <div class="paragraph">
  1266. <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>
  1267. </div>
  1268. <div class="paragraph">
  1269. <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>
  1270. </div>
  1271. <div class="paragraph">
  1272. <p>Let&#8217;s have a look at the part of the code example where you create the shiny bumpy rock.</p>
  1273. </div>
  1274. <div class="olist arabic">
  1275. <ol class="arabic">
  1276. <li>
  1277. <p>Create a Geometry from a Sphere shape. Note that this shape is a normal smooth sphere mesh.</p>
  1278. <div class="listingblock">
  1279. <div class="content">
  1280. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> Sphere sphereMesh = new Sphere(32,32, 2f);
  1281. Geometry sphereGeo = new Geometry("Shiny rock", sphereMesh);</code></pre>
  1282. </div>
  1283. </div>
  1284. <div class="olist loweralpha">
  1285. <ol class="loweralpha" type="a">
  1286. <li>
  1287. <p>(Only for Spheres) Change the sphere&#8217;s TextureMode to make the square texture project better onto the sphere.</p>
  1288. <div class="listingblock">
  1289. <div class="content">
  1290. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> sphereMesh.setTextureMode(Sphere.TextureMode.Projected);</code></pre>
  1291. </div>
  1292. </div>
  1293. </li>
  1294. <li>
  1295. <p>You must generate TangentBinormals for the mesh so you can use the NormalMap layer of the texture.</p>
  1296. <div class="listingblock">
  1297. <div class="content">
  1298. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> TangentBinormalGenerator.generate(sphereMesh);</code></pre>
  1299. </div>
  1300. </div>
  1301. </li>
  1302. </ol>
  1303. </div>
  1304. </li>
  1305. <li>
  1306. <p>Create a material based on the <code>Lighting.j3md</code> default material.</p>
  1307. <div class="listingblock">
  1308. <div class="content">
  1309. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> Material sphereMat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");</code></pre>
  1310. </div>
  1311. </div>
  1312. <div class="olist loweralpha">
  1313. <ol class="loweralpha" type="a">
  1314. <li>
  1315. <p>Set a standard rocky texture in the <code>DiffuseMap</code> layer.</p>
  1316. <div class="imageblock text-right">
  1317. <div class="content">
  1318. <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">
  1319. </div>
  1320. </div>
  1321. <div class="listingblock">
  1322. <div class="content">
  1323. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> sphereMat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));</code></pre>
  1324. </div>
  1325. </div>
  1326. </li>
  1327. <li>
  1328. <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>
  1329. <div class="imageblock text-right">
  1330. <div class="content">
  1331. <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">
  1332. </div>
  1333. </div>
  1334. <div class="listingblock">
  1335. <div class="content">
  1336. <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>
  1337. </div>
  1338. </div>
  1339. </li>
  1340. <li>
  1341. <p>Set the Material&#8217;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>
  1342. <div class="listingblock">
  1343. <div class="content">
  1344. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> sphereMat.setBoolean("UseMaterialColors",true);
  1345. sphereMat.setColor("Diffuse",ColorRGBA.White); // minimum material color
  1346. sphereMat.setColor("Specular",ColorRGBA.White); // for shininess
  1347. sphereMat.setFloat("Shininess", 64f); // [1,128] for shininess</code></pre>
  1348. </div>
  1349. </div>
  1350. </li>
  1351. </ol>
  1352. </div>
  1353. </li>
  1354. <li>
  1355. <p>Assign your newly created material to the Geometry.</p>
  1356. <div class="listingblock">
  1357. <div class="content">
  1358. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> sphereGeo.setMaterial(sphereMat);</code></pre>
  1359. </div>
  1360. </div>
  1361. </li>
  1362. <li>
  1363. <p>Let&#8217;s move and rotate the geometry a bit to position it better.</p>
  1364. <div class="listingblock">
  1365. <div class="content">
  1366. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> sphereGeo.setLocalTranslation(0,2,-2); // Move it a bit
  1367. sphereGeo.rotate(1.6f, 0, 0); // Rotate it a bit
  1368. rootNode.attachChild(sphereGeo);</code></pre>
  1369. </div>
  1370. </div>
  1371. </li>
  1372. </ol>
  1373. </div>
  1374. <div class="paragraph">
  1375. <p>Remember that any Lighting.j3md-based material requires a light source, as shown in the full code sample above.</p>
  1376. </div>
  1377. <div class="admonitionblock tip">
  1378. <table>
  1379. <tr>
  1380. <td class="icon">
  1381. <i class="fa icon-tip" title="Tip"></i>
  1382. </td>
  1383. <td class="content">
  1384. <div class="paragraph">
  1385. <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>
  1386. </div>
  1387. </td>
  1388. </tr>
  1389. </table>
  1390. </div>
  1391. </div>
  1392. </div>
  1393. <div class="sect1">
  1394. <h2 id="default-material-definitions"><a class="anchor" href="#default-material-definitions"></a>Default Material Definitions</h2>
  1395. <div class="sectionbody">
  1396. <div class="paragraph">
  1397. <p>As you have seen, you can find the following default materials in <code>jme/core-data/Common/MatDefs/…</code>.</p>
  1398. </div>
  1399. <table class="tableblock frame-all grid-all stretch">
  1400. <colgroup>
  1401. <col style="width: 20%;">
  1402. <col style="width: 40%;">
  1403. <col style="width: 40%;">
  1404. </colgroup>
  1405. <thead>
  1406. <tr>
  1407. <th class="tableblock halign-left valign-top">Default Definition</th>
  1408. <th class="tableblock halign-left valign-top">Usage</th>
  1409. <th class="tableblock halign-left valign-top">Parameters</th>
  1410. </tr>
  1411. </thead>
  1412. <tbody>
  1413. <tr>
  1414. <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
  1415. <p><code>Misc/Unshaded.j3md</code></p>
  1416. </div></div></td>
  1417. <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
  1418. <p>Colored: Use with mat.setColor() and ColorRGBA.<br>
  1419. Textured: Use with mat.setTexture() and Texture.</p>
  1420. </div></div></td>
  1421. <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
  1422. <p>Color : Color<br>
  1423. ColorMap : Texture2D</p>
  1424. </div></div></td>
  1425. </tr>
  1426. <tr>
  1427. <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
  1428. <p><code>Light/Lighting.j3md</code></p>
  1429. </div></div></td>
  1430. <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
  1431. <p>Use with shiny Textures, Bump- and NormalMaps textures.<br>
  1432. Requires a light source.</p>
  1433. </div></div></td>
  1434. <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
  1435. <p>Ambient, Diffuse, Specular : Color<br>
  1436. DiffuseMap, NormalMap, SpecularMap : Texture2D<br>
  1437. Shininess : Float</p>
  1438. </div></div></td>
  1439. </tr>
  1440. </tbody>
  1441. </table>
  1442. <div class="paragraph">
  1443. <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&#8217;s material.</p>
  1444. </div>
  1445. </div>
  1446. </div>
  1447. <div class="sect1">
  1448. <h2 id="exercises"><a class="anchor" href="#exercises"></a>Exercises</h2>
  1449. <div class="sectionbody">
  1450. <div class="sect2">
  1451. <h3 id="exercise-1-custom-j3m-material"><a class="anchor" href="#exercise-1-custom-j3m-material"></a>Exercise 1: Custom .j3m Material</h3>
  1452. <div class="paragraph">
  1453. <p>Look at the shiny rocky sphere above again. It takes several lines to create and set the Material.</p>
  1454. </div>
  1455. <div class="ulist">
  1456. <ul>
  1457. <li>
  1458. <p>Note how it loads the <code>Lighting.j3md</code> Material definition.</p>
  1459. </li>
  1460. <li>
  1461. <p>Note how it sets the <code>DiffuseMap</code> and <code>NormalMap</code> to a texture path.</p>
  1462. </li>
  1463. <li>
  1464. <p>Note how it activates <code>UseMaterialColors</code> and sets <code>Specular</code> and <code>Diffuse</code> to 4 float values (RGBA color).</p>
  1465. </li>
  1466. <li>
  1467. <p>Note how it sets <code>Shininess</code> to 64.</p>
  1468. </li>
  1469. </ul>
  1470. </div>
  1471. <div class="paragraph">
  1472. <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>
  1473. </div>
  1474. <div class="paragraph">
  1475. <p>You create a j3m file as follows:</p>
  1476. </div>
  1477. <div class="olist arabic">
  1478. <ol class="arabic">
  1479. <li>
  1480. <p>Create a plain text file <code>assets/Materials/MyCustomMaterial.j3m</code> in your project directory, with the following content:</p>
  1481. <div class="listingblock">
  1482. <div class="content">
  1483. <pre class="highlightjs highlight"><code class="language-none hljs">Material My shiny custom material : Common/MatDefs/Light/Lighting.j3md {
  1484. MaterialParameters {
  1485. DiffuseMap : Textures/Terrain/Pond/Pond.jpg
  1486. NormalMap : Textures/Terrain/Pond/Pond_normal.png
  1487. UseMaterialColors : true
  1488. Specular : 1.0 1.0 1.0 1.0
  1489. Diffuse : 1.0 1.0 1.0 1.0
  1490. Shininess : 64.0
  1491. }
  1492. }</code></pre>
  1493. </div>
  1494. </div>
  1495. <div class="ulist">
  1496. <ul>
  1497. <li>
  1498. <p>Note that <code>Material</code> is a fixed keyword.</p>
  1499. </li>
  1500. <li>
  1501. <p>Note that <code>My shiny custom material</code> is a String that you can choose to describe the material.</p>
  1502. </li>
  1503. <li>
  1504. <p>Note how the code sets all the same properties as before!</p>
  1505. </li>
  1506. </ul>
  1507. </div>
  1508. </li>
  1509. <li>
  1510. <p>In the code sample, comment out the eight lines that have <code>sphereMat</code> in them.</p>
  1511. </li>
  1512. <li>
  1513. <p>Below this line, add the following line:</p>
  1514. <div class="listingblock">
  1515. <div class="content">
  1516. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> sphereGeo.setMaterial((Material) assetManager.loadMaterial("Materials/MyCustomMaterial.j3m"));</code></pre>
  1517. </div>
  1518. </div>
  1519. </li>
  1520. <li>
  1521. <p>Run the app. The result is the same.</p>
  1522. </li>
  1523. </ol>
  1524. </div>
  1525. <div class="paragraph">
  1526. <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>
  1527. </div>
  1528. </div>
  1529. <div class="sect2">
  1530. <h3 id="exercise-2-bumpiness-and-shininess"><a class="anchor" href="#exercise-2-bumpiness-and-shininess"></a>Exercise 2: Bumpiness and Shininess</h3>
  1531. <div class="paragraph">
  1532. <p>Go back to the bumpy rock sample above:</p>
  1533. </div>
  1534. <div class="olist arabic">
  1535. <ol class="arabic">
  1536. <li>
  1537. <p>Comment out the DiffuseMap line, and run the app. (Uncomment it again.)</p>
  1538. <div class="ulist">
  1539. <ul>
  1540. <li>
  1541. <p>Which property of the rock is lost?</p>
  1542. </li>
  1543. </ul>
  1544. </div>
  1545. </li>
  1546. <li>
  1547. <p>Comment out the NormalMap line, and run the app. (Uncomment it again.)</p>
  1548. <div class="ulist">
  1549. <ul>
  1550. <li>
  1551. <p>Which property of the rock is lost?</p>
  1552. </li>
  1553. </ul>
  1554. </div>
  1555. </li>
  1556. <li>
  1557. <p>Change the value of Shininess to values like 0, 63, 127.</p>
  1558. <div class="ulist">
  1559. <ul>
  1560. <li>
  1561. <p>What aspect of the Shininess changes?</p>
  1562. </li>
  1563. </ul>
  1564. </div>
  1565. </li>
  1566. </ol>
  1567. </div>
  1568. </div>
  1569. </div>
  1570. </div>
  1571. <div class="sect1">
  1572. <h2 id="conclusion"><a class="anchor" href="#conclusion"></a>Conclusion</h2>
  1573. <div class="sectionbody">
  1574. <div class="paragraph">
  1575. <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&#8217;s <code>assets/Textures/</code> directory.</p>
  1576. </div>
  1577. <div class="paragraph">
  1578. <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&#8217;s <code>assets/Materials/</code> directory.</p>
  1579. </div>
  1580. <div class="paragraph">
  1581. <p><strong>See also:</strong></p>
  1582. </div>
  1583. <div class="ulist">
  1584. <ul>
  1585. <li>
  1586. <p><a href="../../core/material/how_to_use_materials.html" class="xref page">How to Use Materials</a></p>
  1587. </li>
  1588. <li>
  1589. <p><a href="../../sdk/material_editing.html" class="xref page">Material Editing</a></p>
  1590. </li>
  1591. <li>
  1592. <p><a href="https://hub.jmonkeyengine.org/t/jmonkeyengine3-material-system-full-explanation/12947">Materials</a> forum thread</p>
  1593. </li>
  1594. <li>
  1595. <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>
  1596. </li>
  1597. <li>
  1598. <p><a href="https://www.blender.org/support/tutorials/">Blender tutorials</a></p>
  1599. </li>
  1600. </ul>
  1601. </div>
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