Inspecting with Diagnostics

Diagnostics provides a way to test out parts of the graph by displaying the relevant map data in the view-port. In this fashion, diagnostics is very much like a viewing mode, and should be disabled when it's not being used.

Mesh Data

When the Mesh Data is toggle in the Diagnostics section, you can preview the wrapping method of the maps in the Mesh Data section onto the object, including the Ambient Occlusion, Height, Normal, Color ID and WS Normal maps. It is very useful, especially for viewing the proportions of different materials assigned on the surfaces of the object.

  1. Given an object with complete maps in the Mesh Data section.

    Maps of the object in Mesh Data

  2. Select the Diagnostics node in the tree view.
  3. In the Diagnostics section, activate the Enable checkbox and choose Mesh Data for the Map Set.
  4. Choose the items from the Mesh Data drop-down list to view the wrapping results of different maps on the object in the view port.

    Original Look

    Ambient Occlusion

    Height

     

    Normal

    Color ID

    WS Normal

Material Textures

When the Material Textures is toggle in the Diagnostics section, you can preview the finally calculated output for the texture channels of the object's material, including the Diffuse, Base Color, Normal, Specular, Emissive, Roughness, Metallic, AO, Height and Opacity maps.

  1. Given the same object as the one in the previous section.
  2. Select the Diagnostics node in the tree view.
  3. In the Diagnostics section, activate the Enable box and choose the Map Set to Material Textures.
  4. Choose the items from the Material Textures drop-down list to view the wrapping results of different maps on the object in the view port.

    For Traditional Shader Type:

    Diffuse

    Opacity

    Bump (and Normal)

     

    AO

    Specular

    Height (for Displacement)

    You can check out the channels by switching to the Traditional Shader Type in the Material tab of the Modify panel.

    For PBR Shader Type:

    Base Color

    Normal

    Emissive

     

    Roughness

    Metallic

    AO

     

    Height (for Displacement)

    Opacity

    You can check out the channels by switching to the PBR Shader Type in the Material tab of the Modify panel.