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    Create Materials


    Material header

    Materials describe the appearance of object surfaces and how they react to light.

    Create a Material asset in Evergine Studio

    You can create a material click button on Plus Icon from Assets Details panel to deploy a create menu options and click on the option "Create material"

    Create new material menu option

    Inspect materials in Asset Details

    You can find the material assets in the Assets Details panel when you select a folder in the Project Explorer.

    Material asset

    Material files in content directory

    The material file has the .wemt extension.

    Material file

    Create a new Material from code

    The following sample code can be used to create a new material and apply to an entity in your scene. In that case the material will be created using the StandardEffect effect and the Opaque render layer:

    protected override void CreateScene()
    {
        var assetsService = Application.Current.Container.Resolve<AssetsService>();
    
        // Load the effect...
        Effect standardEffect = assetsService.Load<Effect>(EvergineContent.Effects.StandardEffect);
    
        // Load a Render Layer description...
        RenderLayerDescription layer = assetsService.Load<RenderLayerDescription>(EvergineContent.RenderLayers.Opaque);
    
        // Create your own material...
        Material material = new Material(standardEffect);
        material.LayerDescription = layer;
    
        // Apply to an entity
        Entity primitive = new Entity()
                .AddComponent(new Transform3D())
                .AddComponent(new MaterialComponent() { Material = material })  
                .AddComponent(new SphereMesh())
                .AddComponent(new MeshRenderer());
    
        this.Managers.EntityManager.Add(primitive);
    }
    
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