Visual Materials are used by objects in a Hype and determine the object's color and other visual properties.
Visual materials can be assigned to an object from the Basic Details panel.
The Visual Node has four material slots available, but not all objects will use all 4.
All Visual Materials used in a Hype can be accessed and managed from the Visual Materials Menu found in the Editor Main Menu (Hamburger Menu).
The number in the upper right of each material square shows how many objects in the Hype are using that material.
Tap the + Icon to create a new Visual Material
Tap any material to open the Visual Material Editor
Edit the selected Visual Material
Name | Give your material a name |
Copy | Create a new Visual Material from the selected material |
Delete | Delete the selected material by tapping the trashcan icon |
Playtest | Playtest to see how the changes look during gameplay without leaving the Visual Materials Editor |
Edit the Colors used by the Visual Material
Tapping on any color option will open the Color Picker allowing you to select a new color.
Ambient | This acts as the base color of the object |
Diffuse | Simulates diffused light reflected on the surface of the material |
Specular | Simulates specular light reflected on the surface of the material |
Shadow | Sets the color of shadows cast on the object |
The rim settings simulate light cast on the edge of objects. The Rim light color is based on the Specular color
Strength | Set the strength of the Rim light |
Range Start | Set the starting point for the rim range • a lower value equals more rim light |
Range End | Set the ending point for the rim range • a lower value equals more rim light |
Bleed | Bleed effects how much the rim light affects the ambient color |
Set how shiny highlights on the material appear. The highlight color is based on the Specular color.
Range Start | Set the starting point for the shininess range |
Range End | Set the ending point for the shininess range • The lower the value the more surface area the highlights will cover |
Strength | Set the strength of the shininess • higher value = brighter highlights |
The smaller the Shininess range the sharper the highlights will appear