Epic Artist Guide by LadyLexUK

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Epic Artist Guide by LadyLexUK

Post#1 » Mon Aug 15, 2016 8:13 am

moved over from projectspark.com forums

Edit Material
Select a material in your palette and press LB and press A. Any alterations you make here will happen on all instances of the use of this material in the same slot on your palette. You first get the following options:

Top material
This is the style of the material when on a horizontal surface, such as the ground.

Bottom material
This is the style of the material when seen from below, such as overhangs or cave ceilings

Side Material
This is the style of the material when seen on a vertical surface, such as the sides of a wall.

Advanced Appearance
This is where settings for turning effects on and off are

This where you alter friction and bounciness

Top, Bottom or Side Material

Terrain Tints
This is where you can change the color of the material.

Material Colors
Your material will have a selection of colors and also a material emissive setting.
You can change the color of each using the color sliders as you do for changing a prop color.
The emissive setting, is the ability of the color to radiate light. You can change the setting from 0 to 1. At a setting of 1 the color is intense and appears to glow. At 0 it shows the color at its default setting.

Material Scatter
The material scatter colors are for the shapes that appear on top of the material, such as grass stems or flowers.

Scatter Visible
This will turn on/off the scatter element in the material such as leaves or flowers.

Texture Scroll Speed
The texture (but not the scatter elements) can be made to scroll. The X and Y being opposite directions, such as North to South or East to West. Using negative numbers for the scroll speed will reverse the scroll from South to North and West to East. This can be used to create the impression of water, or lava. As the scatter elements do not scroll, you may wish to turn them off.

Texture Scale
The texture scale in the X or Y directions can be altered to a number between 0.1 and 100. The larger the number the thinner the stripes. The default is 0.1

Advanced Appearance

Material Color Masks
Turned to off it will turn all the material color slots to match the first (the primary color)

Material Diffuse Maps
This turns off the material’s ability to absorb light, thereby reducing shadows and flattening the style.

Material Normal Maps
This turns off highlights and shadows

Material Specular Maps
Removes the shiny part of the material

Material Reflection Maps
Removes any reflections of the world around it


Material Friction
Can be set between 0 and 1.5. 0.5 is the default. Changes the surface friction of the material. So a push block will not move very far with a 1.5 setting, while on a 0 setting it glides across the surface.

Material Bounciness
Can be set between 0 and 1. 0 is the default.
I experimented with jumping and throwing tumbling objects onto it with different settings but I could not tell the difference.

In brains

You can universally change all the materials in Kode using World Properties/terrain tiles.
Note this also affects the empty tile (the hexagonal grid pattern).

world terrain visible
A boolean variable.This will turn all terrain, including empty terrain invisible (though still collidable). It does not make scatter elements (grass and flowers) invisible, so you have to turn them off separately.

world scatter visible
A boolean variable. This will turn the scatter elements (leaves and flowers) invisible.

world color masks
A boolean variable. When false applies the primary color of each material to all of its tint channels.

world diffuse maps
A boolean variable. Affects the ability to absorb light on all materials

world normal maps
A boolean variable. Affects highlights and shadows on all materials.

world specular maps
A boolean variable. Affects the shiny surfaces on all materials.

world reflection maps
A boolean variable. Affects the reflections on all materials.

world emissive
A number variable between 0 and 1. Affects the amount of light the color can radiate.

To change individual materials in brains.

Add a material slot tile to a brain (such as a logic cube) (Kode Wheel: Values/Terrain Materials).

Pick the material you want from its slot number or pick it from the gallery.

All of the settings you had in Edit Materials are there plus in the Appearance folder

material solid color/emissive
Sets a color for all channels on this material

material color intensity
Changes the color intensity of all channels on this material.

texture scale
Allows you to change the scale of the texture on the material in total, or by its x or y vectors.
WHEN[RT][pressed] DO [Arctic Peak][texture scale][x][=][2]

texture scroll
Allows you to scroll the texture on the material by its x and y vectors (as in edit menu)

Ideas for use

A waterfall/lava flow

Create a cliff face and cover it in a grass or stone material.
Pick an alternative material (such as woodlands coast) and paint a stream up the middle of the cliff
On this stream material:
Top material: Texture scroll speed Y = 0.2 (bare in mind you may need to change this based on the direction of your cliff)
Side Material: Texture scroll speed Y -0.5 ( the variation in speed makes it look more natural)

For lava/ river of blood: Change the terrain tints to reds and yellows
End of line.

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