Assets/Materials
Terminology
The modelling of materials is more complex as it maybe seems! So let's setup a little terminology for the IG.GFX/IG.Creator context:
A Material describes basic surface parameters based on the Phong lighting model. A Material can have a Texture resp. diffuse map. Every IG.GFX client must implement these basic parameters.
A Texture is an image that describes planar surface parameters, such as color values, reflection parameters, normal vectors, etc. In the context of IG.GFX, Textures are abstract entities that can be implemented by various formats and quality levels at the same time! Textures can be assigned to Materials, Meta Materials and Geometries!
A Meta Material describes advanced material characteristics useful to implement super realistic rendering. Such properties are, for instance, domain-specific attributes as defined by a Material Taxonomy, or advanced asynchronous texture mappings. The implementation of Meta Materials is client specific! Between Meta Materials and Materials there's an 1:N relationship.
A Mapping is a run-time texure-mapping modification. Again, the implementation of Mappings is client specific.
Materials
A Material is a composite data object that combines
a Name, with or without Scope, and a Description
a set of Parameters corresponding to Phong material model
an optional Texture that defines a replacement for the diffuse reflexion
an optional Mapping that describes how the Texture should be applied to the Geometry
an optional Meta Material for advanced rendering behaviour
Furthermore, there are Material Categories in the context of Materials.
Pages
So the Material management is done by various pages:
Finding and replacing of Material Categories and Mappings is available in Assets/Materials/Search.
Please consider the implementation details of the 3D Back Ends.