.. _save_editor: Save Editor ==================== The save editor panel is dedicated to saving materials in the User Library, the user Library is a Library of Extreme PBR which will initially be empty, but you can populate it with the materials created with Extreme PBR, so that you can reuse them in the future directly from the Extreme PBR interface. This process will also save the material preview, so you can see it in the library. .. image:: _static/_images/save_editor/save_editor_panel_01.jpg :align: center :width: 400 :alt: Save Editor Panel 01 | .. note:: In order to correctly display the panel, you must be positioned on the **User Library**, otherwise not all tools will be visible. | ------------------------------------------------------------------------------------------------------------------------ Render Quality --------------- .. image:: _static/_images/save_editor/se_render_quality.jpg :align: center :width: 400 :alt: Render Quality | From this menu slider you can choose the rendering quality, the higher the rendering quality, the more precise and quality the rendering will be, but also slower. The default value is 64. ------------------------------------------------------------------------------------------------------------------------ .. _se_save_material: Save Material -------------- .. image:: _static/_images/save_editor/se_save_material_panel_01.jpg :align: center :width: 800 :alt: Save Material Panel 01 | By pressing the **Save Material** button a dialog box will open where you can choose: Preview with Displace ********************** If active and if the material has a displace in the nodes, it will be applied to the material before rendering the preview Use Watermark ************** - Case where you are saving a material: Icon "Material" - Case where you are saving a group (Module): Icon "Node Group" Displace Strength ***************** Here you decide the strength of the displace to be applied to the material before rendering the preview Preview with Bloom ****************** If active, a Bloom effect will be applied to the final render, useful for materials that have emissive parts Use asset props ****************** If the material is present in the asset browser, save the author the tags and description Bloom Strength *************** If the Bloom is active, here you can decide the strength of the Bloom, the higher the value, the more intense the Bloom will be. Material Name ************** Here you can enter the name of the material on the fly, by default it will be the name of the material of the project. Author info *********** The data entered here will be visible in the :ref:`info_and_tag` panel already described in the chapter dedicated to the Main Panel. - **Author**: The name of the author of the material - **Website Name**: The name of the website of the author of the material - **Author Website**: The Url of the website of the author of the material - **License**: The license of the material - **License Link**: The Url of the license of the material .. note:: You can reset the fields, by pressing the (x) button next to the text boxes. ------------------------------------------------------------------------------------------------------------------------ Save Module ------------ .. note:: Save Module Nexus, this button appears only if the material has been created in Nexus mode: :ref:`pr_op_material_type` .. image:: _static/_images/save_editor/se_save_module_button.jpg :align: center :width: 400 :alt: Save Module Button | All the settings of the Popup panel are practically identical to those of the **Save Material** button described here :ref:`se_save_material` ------------------------------------------------------------------------------------------------------------------------ .. _se_user_category_list: User Category List ------------------- .. image:: _static/_images/save_editor/se_user_cat_list.jpg :align: center :width: 400 :alt: User Category List Here you can choose in which category to save the material. If there is not even 1, you will have to create a new one following the instructions just below. ------------------------------------------------------------------------------------------------------------------------ Add Cat -------- .. image:: _static/_images/save_editor/se_add_cat_01.jpg :align: center :width: 600 :alt: Add Cat | By this button, you can create new categories, for example **Wood**, **Metal**, **Plastic** etc etc. this allows you to have an organized and orderly library. Make sure to enter a name in the text box next to it. .. note:: Attention to the names of the categories, uppercase / lowercase, **My Cat** is the equivalent of **my cat** or **MY CAT** So it will not be possible to create 2 categories with the same name but with different uppercase and lowercase letters. ------------------------------------------------------------------------------------------------------------------------ Icon Type ---------- .. image:: _static/_images/save_editor/se_icon_type.jpg :align: center :width: 400 :alt: Icon Type | From this menu you can choose the type of geometry on which the material will be applied to render the icon, you can choose between: - **Sphere**: A sphere - **Plane**: A Vertical plane - **Uv Sphere**: A UV sphere - **Cube**: A cube - **Shader Ball**: A sphere with a shader ball model - **Monkey**: A sphere with a Blender monkey model (Suzanne) - **Road**: A road with curves - **Car Shape**: A model with a car body shape - **Square**: A square - **Low Poly Sphere**: A Low Poly sphere - **Cone**: A cone ------------------------------------------------------------------------------------------------------------------------ Background ----------- .. image:: _static/_images/save_editor/se_background.jpg :align: center :width: 400 :alt: Background | From this menu you can choose the environment to use lighting, it will be an HDR that will act as a light for the material to be rendered ------------------------------------------------------------------------------------------------------------------------ UV Rotation ------------ .. image:: _static/_images/save_editor/se_uv_r.jpg :align: center :width: 400 :alt: UV Rotation | From this menu you can change the rotation of the UV mapping to be applied to the object, so this allows you to rotate the image applied to the object to be rendered. ------------------------------------------------------------------------------------------------------------------------ UV Scale --------- .. image:: _static/_images/save_editor/se_uv_s.jpg :align: center :width: 400 :alt: UV Scale | From this menu you can change the scale of the UV mapping to be applied to the object, so this allows you to scale the image applied to the object to be rendered. ------------------------------------------------------------------------------------------------------------------------ Delete Category ----------------- .. danger:: Attention, all the materials contained in this category will be deleted with it. **The action is not reversible** .. image:: _static/_images/save_editor/se_delete_cat.jpg :align: center :width: 400 :alt: Se Delete Cat | Delete the category :ref:`se_user_category_list` selected. and all the materials contained in it. ------------------------------------------------------------------------------------------------------------------------ Delete Material ---------------- .. danger:: Attention, the action is not reversible .. image:: _static/_images/save_editor/se_delete_mat.jpg :align: center :width: 400 :alt: Se Delete Mat | Delete definitively the active material in the :ref:`material_browser`, the action is not reversible. ------------------------------------------------------------------------------------------------------------------------ .. _se_remove_save_scene: Something went wrong, press this button ---------------------------------------- In this case, you are in the scene where the material was saved, press the button to remove the scene that was created to save the material to resolve the situation. .. image:: _static/_images/save_editor/remove_save_scene.webp :align: center :width: 600 :alt: Se Something Wrong | The button will delete the scene and take you back to the scene you were working on. This situation may rarely occur, but in case it occurs, this button will allow you to resolve the situation.