How to use PH MaterialEditor in "PH Panels 2" (English)
How to use PH MaterialEditor in "[RM50] PH Panels 2".
And, Example of using "PH Panels 2".
Jan 29, 2021
Added "8. Render Queue"
Index
1.Configuration of "PH Panels 2"
2.Change texture
3.Make realistic ground, floors, walls, etc.
4.Emission
5.Shadow
6.Others
7.Other use cases of "PH panel 2"
8.Render Queue
1.Configuration of "PH Panels 2"
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2.Change texture
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3.Make realistic ground, floors, walls, etc.
Unity - Manual: Material parameters
Creating various map textures
- Bounding Box Software - Materialize
- Materialize, English commentary video? (I don't understand the details because my ability to listen to English is low.)
- How to use Materialize (Japanese)
- Blender Bake commentary (Japanese)
- etc.
Use texture set
- Share Textures
- TextureCan
- etc.
Convert NormalMap for Illusion Games
- How to convert NormalMap
- Use converter, etc.
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4.Emission
To use Emission effectively, turn on HDR and Bloom.
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5.Shadow
If you don't want to receive the shadow,
Use "Panel 2" or "Panel 3".
When using "Panel 3", turn off "Receive Shadows".
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6.Others
Mesh: Show / Hide
[RM50]PH Emissive Primitives; Emission control
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7.Other use cases of "PH panels 2"
Kuroma's splash brush: for Photoshop / for SAI2 (Japanese)
When using the seamless type every 1 m
[RM50]P2 Panel2 CircleA & B
diameter: 1m
Circumference length = 2πr = π x d
(r: radius, d: diameter)
1 x 3.14 x 1 x 2 ≒ 6
(If you value seamless continuity, use integers as much as possible)
Kuroma's Candy pattern texture (Japanese)
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Each texture's Scale
[RM50]P2 wall CircleA & B
Default
diameter: 10m
Height: 3m
When using the seamless type every 1 m
Scale X
Circumference length = 2πr = π x d
(r: radius, d: diameter)
1 x 3.14 x 10 x 20 ≒ 628
(If you value seamless continuity, use integers as much as possible)
Scale Y
1×3 = 3
Anime controller
When setting the value to 0.00 or less
Enter the value directly without using the slider.
In this case, I think it was about 0.0001 ~ 5.
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The three backgrounds are rotated at different speeds.
(The ground and walls are rotating at the same speed.)
Kuroma's Film noise (Japanese)
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8.Render Queue
When using panel 2 that uses a transparent shader, problems specific to transparent shaders occur.
If panel 2 is placed on the back of the character with the default settings, it will look like the image depending on the type of clothes and hair.
In this case, lower the value of Render Queue on panel 2.
The various Render Queues used for characters are about 3000 to 3600,
So, I think about 2900 is fine.
It depends on the clothes, hair and items you use, so if that doesn't work, try different values and look for good results.
When using transparent shaders, the render queue value should basically be increased in order from the one farthest from the camera you are shooting.
If you use something with a high Render Queue in the back, it is usually inconspicuous, so in many cases you do not need to change it,
Conversely, if you use the one with the lower Render Queue in the foreground, problems often occur.
In the sample, the Render Queue on the front panel 2 is intentionally lowered.
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- 関連記事
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PH HoneyPot Tips 3 (JP) 2021/02/04
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How to use PH MaterialEditor in "PH Panels 2" (English) 2021/01/29
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PH Panels 2 & PH MaterialEditor 活用方法 (JP) 2021/01/29
-
コメント
No title
さすがRM50さんですね
これからもこういうハイクオリティ アーティクルをよろしくお願いします。
これからもこういうハイクオリティ アーティクルをよろしくお願いします。
Re: BabySharkさん
ありがとうございます!
頑張ります!
頑張ります!
アップデート!
記事内容が追加アップデートされましたね。 このようにキレイに有用な情報をまとめてくれることにいつも私は感心しています。 
Re: アップデート!
ありがとうございます!
頑張って作った甲斐があります。
頑張って作った甲斐があります。