[Unreal Material - Studio] Inconsistent behavior for previewing and listing available materials
Hello everyone!
I was experimenting in a project on using Brush and Effect using Unreal material.
To reproduce, I have created a studio project in a folder of the sample Unreal project and created a /Materials subfolder.
And I have seen different behavior that I cannot understand why they are happening
- Upon creation of the material, if try to set the brush as image brush, the material doesn't show up (Noesis studio doesn't know the "namespace" it is in).
- If I edit in xaml, I can manually add the namespace & ImageBrush.Shader and it will update properly (language server seems to know about it). Noesis studio then updates and shows my changes. - If I close unreal and reopen it I have 1 of 2 scenario :
I was experimenting in a project on using Brush and Effect using Unreal material.
To reproduce, I have created a studio project in a folder of the sample Unreal project and created a /Materials subfolder.
And I have seen different behavior that I cannot understand why they are happening
- Upon creation of the material, if try to set the brush as image brush, the material doesn't show up (Noesis studio doesn't know the "namespace" it is in).
- If I edit in xaml, I can manually add the namespace & ImageBrush.Shader and it will update properly (language server seems to know about it). Noesis studio then updates and shows my changes. - If I close unreal and reopen it I have 1 of 2 scenario :
- The preview stop working altogether and the dropdown is empty (but stroke is blue saying there is a value)
- The preview works but the dropdown still say none
Re: [Unreal Material - Studio] Inconsistent behavior for previewing and listing available materials
Hello, we were able to reproduce and resolve the issue. Thank you for your feedback! We will be releasing a new beta for Unity and Unreal very soon
Re: [Unreal Material - Studio] Inconsistent behavior for previewing and listing available materials
Thank you for the update! I'm looking forward to it!
Re: [Unreal Material - Studio] Inconsistent behavior for previewing and listing available materials
This should already work in B9.
Re: [Unreal Material - Studio] Inconsistent behavior for previewing and listing available materials
Hi jsantos! Thanks for this!
I have already pulled it and indeed preview actually seems to work great now and If I go manually in xaml to declare materials as resource for example :
This works and appear correctly in the drop down in Noesis studio (either in Imagebrush shader or effect based on the material domain (as per documentation)
My last question for now is, what is the expected pipeline for artist to :
- Create a new material
- Add it to an element in studio
Currently, once the material created, it still need us to make this manual adding in xaml (either to a resource dictionary if we want something static or directly in line if we want to bind some parameter I assume).
Is there a better way to create those material using studio at the moment?
I have already pulled it and indeed preview actually seems to work great now and If I go manually in xaml to declare materials as resource for example :
Code: Select all
<ResourceDictionary
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:materialPath="clr-namespace:Path.To.Material" >
<materialPath:M_UIBlinkingBrush x:Key="MaterialBrush.Blinking" Speed="2" Color1="AliceBlue" Color2="Red" />
</ResourceDictionary>
My last question for now is, what is the expected pipeline for artist to :
- Create a new material
- Add it to an element in studio
Currently, once the material created, it still need us to make this manual adding in xaml (either to a resource dictionary if we want something static or directly in line if we want to bind some parameter I assume).
Is there a better way to create those material using studio at the moment?
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sfernandez
Site Admin
- Posts: 3366
- Joined:
Re: [Unreal Material - Studio] Inconsistent behavior for previewing and listing available materials
The workflow should be:
A. Effects
1. Create a new Material in Unreal setting Material Domain as Post Process
2. Open Studio
3. Select desired element
4. Go to Appearance > Effect property and select your newly created material effect
5. (Optional) Configure the effect properties and click the 3-dot menu > "Convert to Resource" to reuse it in other elements
B. Brush Shaders
1. Create a new Material in Unreal setting Material Domain as User Interface
2. Open Studio
3. Select desired element
4. Select the brush property you want to modify, like the Background of a Border
5. Open the Brush editor popup and select the "Image brush" option
6. Go to the Shader property and select your newly created material brush
7. (Optional) Configure the shader properties and click the 3-dot menu > "Convert to Resource" to reuse it in other brushes
A. Effects
1. Create a new Material in Unreal setting Material Domain as Post Process
2. Open Studio
3. Select desired element
4. Go to Appearance > Effect property and select your newly created material effect
5. (Optional) Configure the effect properties and click the 3-dot menu > "Convert to Resource" to reuse it in other elements
B. Brush Shaders
1. Create a new Material in Unreal setting Material Domain as User Interface
2. Open Studio
3. Select desired element
4. Select the brush property you want to modify, like the Background of a Border
5. Open the Brush editor popup and select the "Image brush" option
6. Go to the Shader property and select your newly created material brush
7. (Optional) Configure the shader properties and click the 3-dot menu > "Convert to Resource" to reuse it in other brushes
Re: [Unreal Material - Studio] Inconsistent behavior for previewing and listing available materials
Hello, Sorry for the delay in my answer.
I have just tested the workflow you mentionned and I don't really understand what makes Studio detect a material to show it in the drop down.
I copied in my project the chromatic aberration effect. It didn't appear at first but If I create a resource manually, I did start to see it appearing in the drop down.
I then duplicated the material and gave it another name to try to reproduce and it doesn't show up (see red square): If i do it manually using xaml, either via named resource or inline, the material works (this is using beta 10)
I have just tested the workflow you mentionned and I don't really understand what makes Studio detect a material to show it in the drop down.
I copied in my project the chromatic aberration effect. It didn't appear at first but If I create a resource manually, I did start to see it appearing in the drop down.
I then duplicated the material and gave it another name to try to reproduce and it doesn't show up (see red square): If i do it manually using xaml, either via named resource or inline, the material works (this is using beta 10)
-
-
sfernandez
Site Admin
- Posts: 3366
- Joined:
Re: [Unreal Material - Studio] Inconsistent behavior for previewing and listing available materials
Hello, I found a bug that makes registration of Materials only occur when they're used explaining what you're seeing.
Could you please report it in our bugtracker and we will fix it for the next release? I will provide a patch for you to test it beforehand.
Could you please report it in our bugtracker and we will fix it for the next release? I will provide a patch for you to test it beforehand.
Re: [Unreal Material - Studio] Inconsistent behavior for previewing and listing available materials
Hi,
Thanks for spotting this out! I created a ticket here : https://www.noesisengine.com/bugs/view.php?id=4874
Thanks for spotting this out! I created a ticket here : https://www.noesisengine.com/bugs/view.php?id=4874
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