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Lumberyard
User Guide (Version 1.13)

Material Node

This topic references tools and features that are legacy. If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line. To learn more about legacy features, see the Amazon Lumberyard Legacy Reference.

Material nodes help you animate a number of commonly used material properties that you would normally set in the Material Editor. You can add Material nodes through a sequence or from the director node context menu.

The name of the Material node must be the full path of the material that you want to animate, as shown in the Material Editor.

A recommended workflow is to select the entity with the material that you want to animate. In the Entity pane of the Rollup Bar, click Mtl to open the Material Editor with the material selected.

To add a Material node in the Track View editor

  1. In Lumberyard Editor, select the entity with the material that you want to animate.

  2. In the Rollup Bar, under ComponentEntity, click Mtl open the Material Editor.

    Note

    The Mtl button shows the full path of the material. If you don't see this option, make sure that you are in the Entity pane of the Rollup Bar.

  3. In the Material Editor, right-click the selected material and choose Copy Path to Clipboard. If the material is in a material group, select the group and copy the group name to the clipboard for this step.

  4. Click Tools, Track View. In the Track View editor, use the sequence selector on the toolbar to choose the sequence or director that you want to contain the animation.

    You can also click the Add Sequence icon to create a new one.

  5. Right-click in the node tree, and choose Add Material Node. In the Material Name dialog box, do the following:

    1. Press Ctrl+V to paste the full path to the material that you copied in step 3.

    2. Delete the path up to and including your project directory. For example, for the following path:

      C:\pathToGame\dev\SamplesProject\materials\GettingStartedMaterials\greenbox_sample.mtl

      Delete the path up to and including SamplesProject\. The resulting material node name is materials\GettingStartedMaterials\greenbox_sample.mtl.

    If the material is in a material group, right-click the created material node in the Track View editor. At the bottom of the context menu, select the material that you want to animate.

    The material node should appear in colorless text. If the text is red, the Track View editor can't find a match for the material node name.

  6. Right-click the node that you added in the previous step. Choose Add Track, Diffuse. Add two keyframes with different colors, then scrub. Your material's diffuse color should be animated. For more information, see Using the Track Editor.

Material Node Tracks

Track Key Property Description
Diffuse Type RGB values to specify the base color of a material.
Emission Type RGB values to enable objects to emit light and be visible in the dark.
Glossiness The acuity or sharpness of the specular reflection. Values of 10 or less create a scattered reflection, while values greater than 10 yield a sharp reflection.
Opacity The degree of transparency. Values below 50 fall more to the white end of the alpha channel map. Values greater than 50 fall more to the black end of the alpha channel map.
SSSIndex Controls subsurface scattering profile and amount. Valid value ranges are 0.01 to 0.99 for marble; 1.00 to 1.99 for skin.
Specular The reflective brightness and color of a material when light shines on the object. The greater the value, the shinier the material. To apply reflections in degrees of black and white, make the R, G, and B values the same. For colored reflections, use varied RGB values.