285 lines
9.8 KiB
ReStructuredText
285 lines
9.8 KiB
ReStructuredText
.. _doc_csg_tools:
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Prototyping levels with CSG
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===========================
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CSG stands for **Constructive Solid Geometry**, and is a tool to combine basic
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shapes or custom meshes to create more complex shapes. In 3D modelling software,
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CSG is mostly known as "Boolean Operators".
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Level prototyping is one of the main uses of CSG in Godot. This technique allows
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users to create simple versions of most common shapes by combining primitives.
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Interior environments can be created by using inverted primitives.
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.. note:: The CSG nodes in Godot are mainly intended for prototyping. There is
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no built-in support for UV mapping or editing 3D polygons (though
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extruded 2D polygons can be used with the CSGPolygon node).
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If you're looking for an easy to use level design tool for a project,
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you may want to use `Qodot <https://github.com/Shfty/qodot-plugin>`__
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instead. It lets you design levels using
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`TrenchBroom <https://kristianduske.com/trenchbroom/>`__ and import
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them in Godot.
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.. image:: img/csg.gif
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Introduction to CSG nodes
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-------------------------
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Like other features of Godot, CSG is supported in the form of nodes. These are
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the CSG nodes:
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- :ref:`CSGBox <class_CSGBox>`
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- :ref:`CSGCylinder <class_CSGCylinder>` (also supports cone)
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- :ref:`CSGSphere <class_CSGSphere>`
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- :ref:`CSGTorus <class_CSGTorus>`
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- :ref:`CSGPolygon <class_CSGPolygon>`
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- :ref:`CSGMesh <class_CSGMesh>`
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- :ref:`CSGCombiner <class_CSGcombiner>`
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.. image:: img/csg_nodes.png
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.. image:: img/csg_mesh.png
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CSG tools features
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~~~~~~~~~~~~~~~~~~
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Every CSG node supports 3 kinds of boolean operations:
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- **Union:** Geometry of both primitives is merged, intersecting geometry
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is removed.
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- **Intersection:** Only intersecting geometry remains, the rest is removed.
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- **Subtraction:** The second shape is subtracted from the first, leaving a dent
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with its shape.
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.. image:: img/csg_operation_menu.png
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.. image:: img/csg_operation.png
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CSGPolygon
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~~~~~~~~~~
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The :ref:`CSGPolygon <class_CSGPolygon>` node extrude along a Polygon drawn in
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2D (in X, Y coordinates) in the following ways:
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- **Depth:** Extruded back a given amount.
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- **Spin:** Extruded while spinning around its origin.
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- **Path:** Extruded along a Path node. This operation is commonly called
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lofting.
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.. image:: img/csg_poly_mode.png
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.. image:: img/csg_poly.png
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.. note:: The **Path** mode must be provided with a :ref:`Path <class_Path>`
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node to work. In the Path node, draw the path and the polygon in
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CSGPolygon will extrude along the given path.
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Custom meshes
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~~~~~~~~~~~~~
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Any mesh can be used for :ref:`CSGMesh <class_CSGMesh>`; the mesh can be
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modelled in other software and imported into Godot. Multiple materials are
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supported. There are some restrictions for geometry:
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- it must be closed,
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- it must not self-intersect,
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- it must not contain internal faces,
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- every edge must connect to only two other faces.
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.. image:: img/csg_custom_mesh.png
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CSGCombiner
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~~~~~~~~~~~
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The :ref:`CSGCombiner <class_CSGCombiner>` node is an empty shape used for
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organization. It will only combine children nodes.
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Processing order
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~~~~~~~~~~~~~~~~
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Every CSG node will first process its children nodes and their operations:
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union, intersection or subtraction, in tree order, and apply them to itself one
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after the other.
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.. note:: In the interest of performance, make sure CSG geometry remains
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relatively simple, as complex meshes can take a while to process.
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If adding objects together (such as table and room objects), create
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them as separate CSG trees. Forcing too many objects in a single tree
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will eventually start affecting performance.
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Only use binary operations where you actually need them.
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Prototyping a level
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-------------------
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We will prototype a room to practice the use of CSG tools.
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.. tip:: Working in **Orthogonal** projection gives a better view when combining
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the CSG shapes.
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Our level will contain these objects:
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- a room,
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- a bed,
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- a lamp,
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- a desk,
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- a bookshelf.
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Create a scene with a Spatial node as root node.
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.. tip:: The default lighting of the environment doesn't provide clear shading
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at some angles. Change the display mode using **Display Overdraw** in
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the 3D viewport menu, or add a DirectionalLight node to help you see
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clearly.
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.. image:: img/csg_overdraw.png
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Create a CSGBox and name it ``room``, enable **Invert Faces** and change the
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dimensions of your room.
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.. image:: img/csg_room.png
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.. image:: img/csg_room_invert.png
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Next, create a CSGCombiner and name it ``desk``.
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A desk has one surface and 4 legs:
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- Create 1 CSGBox children node in **Union** mode for the surface
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and adjust the dimensions.
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- Create 4 CSGBox children nodes in **Union** mode for the legs
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and adjust the dimensions.
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Adjust their placement to resemble a desk.
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.. image:: img/csg_desk.png
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.. note:: CSG nodes inside a CSGCombiner will only process their operation
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within the combiner. Therefore, CSGCombiners are used to organize
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CSG nodes.
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Create a CSGCombiner and name it ``bed``.
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Our bed consists of 3 parts: the bed, the mattress and a pillow. Create a CSGBox
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and adjust its dimension for the bed. Create another CSGBox and adjust its
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dimension for the mattress.
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.. image:: img/csg_bed_mat.png
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We will create another CSGCombiner named ``pillow`` as the child of ``bed``.
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The scene tree should look like this:
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.. image:: img/csg_bed_tree.png
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We will combine 3 CSGSphere nodes in **Union** mode to form a pillow. Scale the
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Y axis of the spheres and enable **Smooth Faces**.
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.. image:: img/csg_pillow_smooth.png
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Select the ``pillow`` node and switch the mode to **Subtraction**; the combined
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spheres will cut a hole into the mattress.
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.. image:: img/csg_pillow_hole.png
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Try to re-parent the ``pillow`` node to the root ``Spatial`` node; the hole will
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disappear.
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.. note:: This is to illustrate the effect of CSG processing order.
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Since the root node is not a CSG node, the CSGCombiner nodes are
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the end of the operations; this shows the use of CSGCombiner to
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organize the CSG scene.
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Undo the re-parent after observing the effect. The bed you've built should look
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like this:
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.. image:: img/csg_bed.png
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Create a CSGCombiner and name it ``lamp``.
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A lamp consists of 3 parts: the stand, the pole and the lampshade.
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Create a CSGCylinder, enable the **Cone** option and make it the stand. Create
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another CSGCylinder and adjust the dimensions to use it as a pole.
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.. image:: img/csg_lamp_pole_stand.png
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We will use a CSGPolygon for the lampshade. Use the **Spin** mode for the
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CSGPolygon and draw a `trapezoid <https://en.wikipedia.org/wiki/Trapezoid>`_
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while in **Front View** (numeric keypad 1); this shape will extrude around the
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origin and form the lampshade.
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.. image:: img/csg_lamp_spin.png
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.. image:: img/csg_lamp_polygon.png
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.. image:: img/csg_lamp_extrude.png
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Adjust the placement of the 3 parts to make it look like a lamp.
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.. image:: img/csg_lamp.png
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Create a CSGCombiner and name it ``bookshelf``.
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We will use 3 CSGBox nodes for the bookshelf. Create a CSGBox and adjust its
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dimensions; this will be the size of the bookshelf.
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.. image:: img/csg_shelf_big.png
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Duplicate the CSGBox and shorten the dimensions of each axis and change the mode
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to **Subtraction**.
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.. image:: img/csg_shelf_subtract.png
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.. image:: img/csg_shelf_subtract_menu.png
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You've almost built a shelf. Create one more CSGBox for dividing the shelf into
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two levels.
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.. image:: img/csg_shelf.png
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Position your furniture in your room as you like and your scene should look
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this:
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.. image:: img/csg_room_result.png
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You've successfully prototyped a room level with the CSG tools in Godot.
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CSG tools can be used for designing all kinds of levels, such as a maze
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or a city; explore its limitations when designing your game.
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Using prototype textures
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------------------------
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Godot's :ref:`doc_spatial_material` supports *triplanar mapping*, which can be
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used to automatically apply a texture to arbitrary objects without distortion.
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This is handy when using CSG as Godot doesn't support editing UV maps on CSG
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nodes yet. Triplanar mapping is relatively slow, which usually restricts its
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usage to organic surfaces like terrain. Still, when prototyping, it can be used
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to quickly apply textures to CSG-based levels.
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.. note:: If you need some textures for prototyping, Kenney made a
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`set of CC0-licensed prototype textures <https://kenney.nl/assets/prototype-textures>`__.
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There are two ways to apply a material to a CSG node:
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- Applying it to a CSGCombiner node as a material override
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(**Geometry > Material Override** in the Inspector). This will affect its
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children automatically, but will make it impossible to change the material in
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individual children.
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- Applying a material to individual nodes (**Material** in the Inspector). This
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way, each CSG node can have its own appearance. Subtractive CSG nodes will
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apply their material to the nodes they're "digging" into.
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To apply triplanar mapping to a CSG node, select it, go to the Inspector, click
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the **[empty]** text next to **Material Override** (or **Material** for
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individual CSG nodes). Choose **New SpatialMaterial**. Click the newly created
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material's icon to edit it. Unfold the **Albedo** section and load a texture
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into the **Texture** property. Now, unfold the **Uv1** section and check
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**Triplanar**. You can change the texture offset and scale on each axis by
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playing with the **Scale** and **Offset** properties just above. Higher values
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in the **Scale** property will cause the texture to repeat more often.
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.. tip:: You can copy a SpatialMaterial to reuse it across CSG nodes. To do so,
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click the dropdown arrow next to a material property in the Inspector
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and choose **Copy**. To paste it, select the node you'd like to apply
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the material onto, click the dropdown arrow next to its material
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property then choose **Paste**.
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