Texture & Material Transfer =========================== The **Texture & Material Transfer** panel manages advanced PBR surface property inheritance, 3D contact UV rubber stamping, and dynamic texture reveals. .. image:: ../_static/images/ui_texture_sampling.png :alt: Texture & Material Transfer Panel in Sidebar :align: center :width: 70% PBR Material Transfer --------------------- Reactive Surface FX is not limited to flat emissive colors. When **Transfer Driver Material (PBR)** (``inherit_driver_material``) is enabled, the display target dynamically inherits the full physical Principled BSDF surface properties of approaching drivers: * **Metallic**: If the driver is metallic (e.g. chrome, brushed steel, or polished gold), the activated display faces become reflective metallic mirrors. * **Roughness**: Contact faces inherit the driver's microfacet roughness, transitioning smoothly from matte satin to high-gloss reflection upon contact. * **Base Color**: The diffuse base color channel transfers directly into the display's active shader without requiring manual node wiring. Popular Use Cases ^^^^^^^^^^^^^^^^^ * **Interactive Paintbrush**: Touch a metallic gold sphere to a dull matte plaster wall to leave reflective golden streaks. * **Wet Footsteps & Puddles**: An invisible driver walking over asphalt can dynamically lower surface roughness to create reflective wet footprints. * **Thermal Heat & Frost**: Simulate heat signatures or frost crystallization by transferring frosty roughness and crystalline colors. Texture Sampling Modes ---------------------- When **Enable Texture Sampling** is checked, the engine unlocks UV-coordinate sampling for high-fidelity graphic transfer: .. image:: ../_static/images/demo_texture_sampling.png :alt: Texture Sampling Demo in Blender :align: center :width: 85% 1. Proximity Object (3D Rubber Stamp Mode) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ The engine evaluates the exact UV coordinate on the driver's surface at the point of ray intersection, sampling that pixel and transferring it onto the display target. * **Behavior**: Moving a textured 3D object across the display behaves like a physical 3D rubber stamp, transferring complex patterns, logos, and graphics directly onto the receiving surface. * **Example**: Rolling an engraved, multi-colored cylinder across a planar canvas to stamp a pattern, or stamping a brand logo onto a curved vehicle chassis. 2. Display Object (Texture Reveal Mode) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ The display target mesh has its own pre-assigned UV image (such as an artwork or graphic illustration assigned to **Display Image**). * **Behavior**: Dormant pixels remain completely black. As an invisible or visible driver sweeps across the surface, it reveals the underlying artwork wherever proximity is detected. * **Example**: An interactive flashlight beam revealing hidden ancient murals or glowing futuristic blueprints in a dark room.