How to Modify Material Properties in Your Farming Simulator Mod

By Jason van Gumster, Christian Ammann

In GIANTS Editor, the Material panel is where you can make the necessary tweaks you want in Farming Simulator; however, the Material panel isn’t visible when you launch GIANTS Editor. To enable it, go to the Window menu (Window→Material Editing). After enabling it, the Material panel’s default position is docked at the bottom of the Scenegraph.

This layout can be a bit cramped, so you may find it more useful to drag the Material panel and dock it to another part of the interface or leave it in its own floating window. Wherever you decide to put the Material panel, GIANTS Editor can remember where you leave it for the next time you open it.

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Generally speaking, a 3D object’s materials are defined in a 3D-modeling program outside of GIANTS Editor, such as Blender or Maya. The Material panel gives you the ability to adjust and troubleshoot these materials so they look their absolute best when they’re loaded in Farming Simulator.

When it comes to GIANTS Engine, you need to consider three primary material settings:

  • Diffuse Color: This is the base color of your material. Think about it as the color that the material most wants to be, and the color that’s most apparent under normal lighting conditions. In other words, the diffuse color is a single flat color over the entire material or varied colors defined by a texture map.

  • Ambient Color: The best way to think of ambient color is to consider it the hue that influences the material’s diffuse color when no additional light is in the scene. Typically you want your ambient color to be set to white (1, 1, 1 in the Material panel’s interface). The ambient color can only be a single flat color; it can’t be defined by a texture.

  • Specular Color: A material’s specular properties pertain to its highlights when a light shines upon it. The specular color is the color of those highlights. Like ambient color, specular color can only be a single flat hue; however, you can use a grayscale image texture to control the amount of specularity.

    That is, you can control how shiny different parts of a 3D model appear using a specular texture map. You can also modify the overall shininess of your material by adjusting the Cos Power slider.

You can adjust any of these colors from the Material panel. The three numeric text fields next to each color label in the Material panel represent the influence of each of the red, green, and blue (RGB) primaries, on a scale from 0 to 1.

So as an example, putting a 0 in each field of the diffuse color sets that color to black. Putting each of them to 0.5 results in a middle gray.

Now, you can twiddle these values to get the color you want, but clicking the button with the ellipsis ( … ) next to the right of these text fields is much easier. Doing so opens a color picker window.

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Although the color picker also has a bunch of number fields that you can mess with, the easiest way to select a color is to click and drag your cursor within the circular color wheel until you land on the color you want.

Your current selected color appears in a strip on the far right of the color picker window. You can adjust the color’s darkness or lightness by clicking and dragging within the Lightness slider to the right of the color wheel.