Create Objects: Difference between revisions

From AE Gaming Grid Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 27: Line 27:


[[File:Primitive10.png|border|467x467px]][[File:Primitive11.png|border|505x505px]]
[[File:Primitive10.png|border|467x467px]][[File:Primitive11.png|border|505x505px]]


'''Color 0''': Multiply the base texture color. For the Neon material, this is the Neon Color.
'''Color 0''': Multiply the base texture color. For the Neon material, this is the Neon Color.
'''Color 1''': If material supports emission, this is the emission color multiplier(Not used by Neon Material).
 
'''Color 1''': If material supports emission, this is the emission color multiplier'''(Not used by Neon Material)'''.
 
[[File:Primitive12.png|border]]
 





Revision as of 16:01, 13 July 2023

This chapter will introduce various objects used to create scenes in GamingGrid.

Primitives

Mesh Pivot: Desired Pivot

Error creating thumbnail: Unable to save thumbnail to destinationError creating thumbnail: Unable to save thumbnail to destinationError creating thumbnail: Unable to save thumbnail to destination

Set where the Pivot indicator appears: center/corner/bottom

Material: choose a material texture for the primitive.

Error creating thumbnail: Unable to save thumbnail to destination

World Align Texture: Use World-Aligned Texture Coordinates, Or Not.


U Offset & V Offset: Texcoord Offset(Horizontal & Vertical), but not available for World Align Texture.

UV Rotation: Rotate The Texture.

U Scale & V Scale: Texcoord Scale(Horizontal & Vertical)


Color 0: Multiply the base texture color. For the Neon material, this is the Neon Color.

Color 1: If material supports emission, this is the emission color multiplier(Not used by Neon Material).

Error creating thumbnail: Unable to save thumbnail to destination


Illusionary Movement Func Fracturable Surface Override

Logic