Objective
Represents the pattern or texture of the fabric.
Location
Object Browser ▶ Fabric Tab
Operation
- Click the menu at the indicated location.
-
Select a fabric item.
→ Fabric properties appear in the Property Editor. - Set the basic material by referring to the table below.
PBR (Default)
Option |
Description | ||
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Texture Repeat Type (Ver. 10) / Texture Mapping (Ver. 11) |
Repeat |
Repeatedly display the texture on the pattern. | |
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Unified Map |
Display the texture based on the pattern layout of the UV map. [Repeat UV Settings] * Repeat U: Size the texture based on U direction. * Repeat V: Size the texture based on V direction. The number 1 means that the texture is repeated once between 0-1 of the UV map. |
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Type |
Set the appropriate Material Type. ※Note: If garment is created in Marvelous Designer or Downloaded from CONNECT, the fabric type may display as * (Read-only) Fabric Type with the same name in Marvelous Designer. However, since there is no render engine in Marvelous Designer, the fabric display in 3D window will not be accurate. |
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Base Color |
Color |
Select your chosen color from the color wheel or leave as (None) | |
Base Color Map |
Recolor |
Remove the default color to apply other colors while retaining the pattern or texture. | |
Desaturate |
It desaturates the color of the graphics. Set the Shadow Intensity and Shadow Brightness. | ||
Switch |
Easily and quickly switch the color of solid fabric to a new one without losing the accuracy of the chosen color. ※Note: For consistent results, the Base Color Map should contain 1 color. If the Base Color Map contains multiple colors, users may experience unexpected or unintended results. |
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Texture |
Click the explore button and apply a texture image from Library/Folder ※Note: Click both back and side tabs and deactivate 'Use Same Materials as Front' to apply different materials to other faces of the pattern. |
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Remove Texture Color |
Remove the default color to apply other colors while retaining the pattern or texture. | ||
Normal Map |
Apply Normal Map image to express uneven texture more realistically. | ||
Automatic |
When a texture is applied, Normal Map is generated by adjusting the Intensity. Higher intensity makes the embossed detail raised off the surface, the lower intensity makes the details lower than the surface. | ||
Manual |
Click the explore or apply the Normal Map image from the Library/Folder ※Note: Use the normal map image made with the exclusive tool to achieve an accurate normal effect. Also, add a normal map that is different with texture in order to create an extra pattern of surface. |
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Displacement Map |
Express thickness or bumpiness of fabrics or textures. ※ Note:
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Amount |
Adjust the maximum height of the displacement map. The white area of the displacement map shows the maximum height. | ||
Shift |
Adjust the distance between the displacement map and the garment surface | ||
Clipping |
Adjust to delete all geometries below the Clipping value. | ||
Particle Distance |
Adjust the Particle Distance of newly created meshes. ※ Note: As more memory is used for lower Particle Distance, it is recommended not to set the Particle Distance below 1 for a wide area. |
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Keep Continuity |
Extend the adjacent face to eliminate the boundary line. ※ Note: Only applicable to Welded OBJs. |
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Color |
Express each of the fabrics in various colorways | ||
Opacity |
Adjust Opacity to create sheer fabric. ※Note: When you apply opacity to texture, change Garment Rendering Style as Thick Textured Surface. |
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Alpha Map |
Express level of transparency using a grayscale image map | ||
RGB Mode |
The encoded map with alpha value in RGB channel. | ||
Alpha Mode |
The encoded map with alpha value in alpha channel. | ||
Roughness |
Intensity |
Edit fabric gloss by adjusting Intensity of the Roughness | |
Map |
Edit fabric gloss by adding and modifying Roughness Map. | ||
Map |
Select the Browse button next to the Map option to add a Roughness Map to the selected Fabric style. | ||
Map Intensity |
Adjust the Map's Intensity. The range of Roughness map intensity was enlarged in (ver. 2024.2) |
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Invert |
Select to invert the gloss of the fabric. When this option is selected, the shinny part becomes dull and vice-versa. To use Specular Maps provided in below ver. 6, check this option. | ||
Reflection Intensity |
Greater the Reflection Intensity value is, more reflective than the material or fabric is and vice-versa. | ||
Metalness |
Adjust metallic level. Higher value makes the surface more metallic. | ||
Metalness Map |
Partially express metallics using a grayscale image. The white parts of the map appear metallic. ※Note:
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Substance (ver. 10)
Set the file format as Substance at the right menu of Material, you can use SBSAR file of Substance which is the main application of physical based rendering.
To get a better rendering result for substance materials, enable High-Quality Render on 3D window.
Properties |
Description |
Substance File |
Import SBSAR file by clicking 'Explore' or, * SBSAR file can be imported by Object Browser> Right-click on Fabric item. |
Preset |
Choose the preset of SBSAR. |
Resolution |
Adjust the image resolution of SBSAR. |
Custom Properties |
Edit the properties of SBSAR. ※Note: Custom Properties are different depending on the property of the file. Refer to the Substance Manual for more detailed information. |
※ Note:
- Clicking on a Fabric from the Fabric List is going to highlight the Patterns where the Fabric is being applied to, in the 3D/2D window.
- Clicking on a Pattern in the 3D or 2D window is going to highlight the Fabric where it is being applied to, in the Object Browser ▶ Fabric Tab.
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