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.

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 Engine

Render Engine

In this menu you can choose which Engine must render the material to transform it into a preview icon you can choose between Cycle and Eevee. Cycles will have a better result in 99% of cases, but it is much slower than Eevee.


Device

Device

In this menu you can choose which device must render the material to transform it into a preview icon you can choose between CPU and GPU. GPU Γ¨ molto piu veloce di CPU, ma ci sono alcuni casi che con certi computer con poca memoria ram della scheda video potrebbero avere problemi, quindi potrai scegliere CPU.

Note

This option if set to GPU, at the time of saving the material, if the computer encounters an error during rendering will try again in CPU mode silently


Render Quality

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.


Save Material

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 β€œMaterial”

  • Case where you are saving a group (Module): Icon β€œNode 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.

Bloom Size

If the Bloom is active, here you can decide the size of the Bloom, the higher the value, the more large 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 Info & 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: Material Type

Save Module Button

All the settings of the Popup panel are practically identical to those of the Save Material button described here Save Material


User Category List

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

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

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

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

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

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

Se Delete Cat

Delete the category User Category List selected. and all the materials contained in it.


Delete Material

Danger

Attention, the action is not reversible

Se Delete Mat

Delete definitively the active material in the material_browser, the action is not reversible.


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.

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.