The following tables describe the settings specific to the Fabric materials in Twinmotion. For information on all other settings not mentioned on this page, see Settings for Standard Materials.
Standard and Thin
Switches between the following two modes: Standard and Thin.
Setting | Description |
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Standard | Standard fabric is suitable for opaque fabrics such as velvet, denim, and plain cotton. |
Thin | Thin fabric is suitable for transparent and semi-transparent fabrics such as tulle, muslin, and thin cotton. |
Fabric
Setting | Description |
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Use fuzzy | If enabled, the Fuzzy mask emulates and accentuates the fuzziness of certain fabric types, such as velvet, felt, and wool. The fuzzy settings can be masked to achieve various effects, such as combining more than one type of fabric on an object. |
Fuzzy mask | A user-defined texture map that defines where and how much fuzziness is applied to the surface of the material. It is a black-and-white image, where black defines areas where fuzziness is not applied (masked), and white defines areas where fuzziness is applied. |
Invert fuzzy mask | If enabled, inverts the black and white values of the Fuzzy mask. |
Core falloff | Controls how much of the fabric surface facing the camera is darkened. Options: 0.00 to 1.00 |
Core intensity | Darkens the surface of the fabric that directly faces the camera. Options: 0.00 to 1.00 |
Edge falloff | Controls how much of the fabric surface facing away from the camera is brightened. Options: 0.00 to 1.00 |
Edge intensity | Brightens the surface of the fabric that faces away from the camera. Options: 0.00 to 1.00 |
Decouple detail UVs | Splits the base color texture UVs from the Normal and Height map textures. This setting applies only to Standard fabric materials. |
Detail scale X | Controls the horizontal tiling of the Normal and Height map textures when Decouple detail UVs is enabled. |
Detail scale Y | Controls the vertical tiling of the Normal and Height map textures when Decouple detail UVs is enabled. |
UV
Setting | Description |
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Triplanar | If enabled, this setting automatically projects textures onto the surfaces of objects that do not have UV mapping or incorrect UV mapping. Triplanar mapping can be applied in World space or Local space:
Options: Off, World space, Local space |
Randomize UV | Randomizes the UV tiling of materials. This can be useful when you want to avoid repeating the tiling pattern on a material that is used on a large surface area. To use it, select the material on an object or surface in the scene and enable the setting. We recommend using this setting only for fabric materials that do not have geometric patterns, as this can result in visible artifacts. |
Opacity
Setting | Description |
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Thickness | Increases the opacity at grazing angles to give an approximate impression of thickness using the opacity mask or Opacity map texture. |
Color
Mask
Setting | Description |
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Tint color mask | A user-defined texture that defines the areas where the base color texture is tinted. It is a black and white texture where white is the mask. |
Invert | If enabled, inverts the black and white values of the Tint color mask. |
Translucency
The following settings apply to Thin fabric materials only.
Setting | Description |
---|---|
Translucency map | A user-defined texture map that controls how light passes through the fabric and modulates the base color. |
Translucency amount | Defines how much of the Translucency map applies to the backface of the fabric. Options: 0.0 to 1.0 |
Translucency saturation | Controls the saturation of the base color of any light that passes through the fabric. Options: 0.1 to 2.0 |
Misc.
Setting | Description |
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Wind | If enabled, the fabric reacts to the wind Speed and Direction settings defined in the Ambience panel under Env > Wind. This can be useful to simulate draped fabric such as curtains. |