Material

There are three available shader presets that you can use:

  1. Principled BSDF: This is the default Physically Based Rendering (PBR) material.

  2. Unlit: This preset only uses Diffuse and Alpha channels, which is ideal for hand-painted textures or stylized art that doesn’t require lighting interactions.

  3. Custom: This preset doesn't alter the current material settings, allowing you to fully customize your shader. This is useful if you have a custom node setup that you would like to use instead of the pre-defined options.

Options

Each material assigned or created with HAS Paint is stored within the add-on. Each material is assigned a unique name known as a "set," which allows for easier management and identification of different materials used in your project.

Preview Mode

Preview Mode allows you to preview each type of image used in the material, such as Diffuse, Roughness, and others. This makes it easier to verify how each map is affecting the final material appearance, and to identify any adjustments that need to be made.

Material Actions

This menu can be found on top of layers list

  • Combine All Layers: Merge all layers in the material to one layer.
  • Resize All Layers: Change the resolution of all layers within the material.
  • Setup Scene: Configure the scene settings.
  • Delete All Layers: Remove all layers from the current material.

Material Options

  • Shader:
    • Principled BSDF: A physically-based shader suitable for realistic materials.
    • Unlit: Uses only diffuse and alpha, ideal for hand-painted or stylized looks where lighting is not needed.
    • Custom: A custom shader that can be adapted to fit specific needs.
  • Maps Setup: Each material can have a unique set of maps assigned.
  • Texture Filtering: Control the type of texture filtering.
  • UV Channel: Specify the UV channel that will be used for all textures in the material. Empty by default will use default UVs
  • Height Intensity: Adjust the height intensity to affect the entire material.
  • Transparency Mode: Choose how the material handles transparency:
  • Alpha Setting: Choose whether to use the Diffuse Alpha as the material's opacity.
    • Opaque: No transparency, the material is fully solid.
    • Hashed: Uses a dithered approach to simulate transparency.
    • Blending: Uses smooth blending for transparency.
    • Clip: Sharp, transparency based on an alpha threshold.
  • Texture Size: Define the default texture resolution for the material. It does not affect already create textures
  • Default Material Values: Define base values for current material