A multi-material is used to apply different materials to different parts of the same object as you can see below
To be able to define a multi-materials you first have to define some standard materials:
var material0 = new BABYLON.StandardMaterial("mat0", scene); material0.diffuseColor = new BABYLON.Color3(1, 0, 0); material0.bumpTexture = new BABYLON.Texture("normalMap.jpg", scene);<br/> var material1 = new BABYLON.StandardMaterial("mat1", scene); material1.diffuseColor = new BABYLON.Color3(0, 0, 1); var material2 = new BABYLON.StandardMaterial("mat2", scene); material2.emissiveColor = new BABYLON.Color3(0.4, 0, 0.4);</pre>
Then you can create a multi-material in order to gather them all:
var multimat = new BABYLON.MultiMaterial("multi", scene); multimat.subMaterials.push(material0); multimat.subMaterials.push(material1); multimat.subMaterials.push(material2);
You are now able to affect the multi-material to your mesh:
var sphere = BABYLON.Mesh.CreateSphere("Sphere0", 16, 3, scene); sphere.material = multimat;
But if you do that, you will see that the sphere will only use the first submaterial (the red bumped one). This is because by default a mesh is is designed to use only one material.
You can specify which part of the mesh uses a specific material by using the subMeshes property. By default, every mesh comes with only one submesh that cover the entire mesh.
To define multiple submeshes, you just have to use this code:
sphere.subMeshes = ; var verticesCount = sphere.getTotalVertices(); new BABYLON.SubMesh(0, 0, verticesCount, 0, 900, sphere); new BABYLON.SubMesh(1, 0, verticesCount, 900, 900, sphere); new BABYLON.SubMesh(2, 0, verticesCount, 1800, 2088, sphere);
In this case, you will have 3 parts:
A submesh is defined with:
So with the code above, you can use the first material on the top part of the sphere, the second material on the middle part and the last material on the bottom part of the sphere.
When you merge meshes together with the final parameter (
multiMultiMaterial) set to true the subMeshes array is automatically created with all merging meshes' subMeshes. Each subMesh's material is also included in the resulting mesh's new multiMaterial. This feature ignores the parameter (
When you merge meshes together with the second to last parameter (
subdivideWithSubMeshes) set to true the subMeshes array is automatically created with each merging mesh as a submesh of the new mesh. You must assign the correct subMesh index to the correct material index.
When you form
mergedMesh by merging meshes in this array order [mesh1, mesh2], and the multiMaterials subMaterials array contains materials in the order [mat1, mat2] then for the subMesh from
mesh2 to have material
mat2 you need to set
mergedMesh.subMeshes.materialIndex = 1;