This page provides information on material setup in Chaos Anima.
Both 3ds Max and Cinema 4d have material converters that will handle the shaders and adapt them to the renderer that is detected as active in your 3D application when the models are loaded. The converter works by checking the names of the sub-materials and comparing them to those saved in the material library that corresponds to your active renderer. When the names match, the shader stored in the library is used as a template for all the incoming models and then is completed with each actor’s texture. The material names that the plugin uses by default are:
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Any character imported with sub-materials that use these names will have their standard materials automatically converted to shaders that are appropriate for the active renderer. The Anima actors use a single Multi/Sub-object material and there’s no limit on the number of sub-materials. Please note that inside the Anima standalone application you can create color variations for each shader of the actor, refer to this article for more information about this process.
All the material libraries used as templates are located in the folder:
<max install path>\scripts\aXYZ\MaterialLibrary |
The templates are organized using a filename with the renderer name and the Multi suffix and saved as Material Library format. If you open this in your 3d application you will see two materials (names may change depending on the renderer):
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In Anima versions prior to 3.5.4, if a texture is missing then all the maps for the input slot are also removed.
Since version 3.5.4, if a texture is missing then Anima will generate a 2-pixel dummy texture to keep compatibility with all the autogenerated shaders for all the different Render Engines supported.