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DOCPA-437 hairtab reference #576

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21 changes: 18 additions & 3 deletions com.unity.formats.alembic/Documentation~/ref_Importer.md
Original file line number Diff line number Diff line change
Expand Up @@ -7,12 +7,13 @@ To access the Import Settings window, select the Alembic file in your Project wi

![The Import Settings window (Model tab)](images/abc_import_options.png)

The Import Settings window consists of two tabs:
The Import Settings window consists of three tabs:

- [Model](#model): to customize the Alembic file import through Scene, Time, Geometry and Camera options.
- [Materials](#materials): to map the submeshes of the imported Alembic asset with existing materials of your project.
- [Hair](#hair): to generate a groom from the curves of the imported Alembic asset.

**Note:** These two tabs share the same [**Apply** and **Revert** buttons](#apply-and-revert-buttons).
**Note:** The [**Apply** and **Revert** buttons](#apply-and-revert-buttons) are available regardless to the tab selected.

## Model

Expand Down Expand Up @@ -74,6 +75,18 @@ This section of the Materials tab lists all meshes and submeshes of the imported
| (2) | Submeshes of mesh (1), identified by the names of their corresponding Face Sets in the original Alembic file.<br /><br />**Note:** "Empty" means the corresponding Face Set has no name in the original Alembic file. In that case, you can only assign a material manually. |
| (3) | The current material override status of the submesh.<br /><br />Use the target fields to manually assign materials to the listed submeshes. For automatic name-based material assignation, use [Material Search](#material-search).<br /><br />**Note:** "None (Material)" means the Alembic Importer still assigns the Default Material to the submesh. |

## Hair

The Hair tab helps you generate a groom from the imported Alembic file when it includes curves.

![The Import Settings window (Hair tab)](images/abc_import_options_hair.png)
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There are two others screenshots in this page showing the Model/Material/Hair tabs. They should be also be updated I believe.

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yes this is true! However, I discussed this with @sebastienduverne and the screenshots system will be getting overhauled soon so it's not vital to replace these screenshots yet. The sample information in the current screenshots have is meaningful and therefore it's better to keep these rather than having new images with all 3 tabs

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Yeah I remember I said that – however for now there is no immediate plan to retake all screenshots across the doc (for context, it would be to switch to dark mode).
So if one of you could update the 3 consistently (reproduce what was shown as best as possible) and uniformly (get the same width and resolution for all), that would be cleaner. I can't really do it at the moment, I'm not set up for it.
Thanks!


### Generate Hair Asset

This button generates a Hair Asset based on the imported Alembic asset. For this, your Alembic asset must include curves data.

Once generated, the Hair Asset is independent from the imported Alembic file.

## Apply and Revert buttons

If you change properties in any tab of the **Import Settings (Alembic Importer)** window, the Alembic Importer does not take them into account until you manually apply them.
Expand All @@ -83,4 +96,6 @@ If you change properties in any tab of the **Import Settings (Alembic Importer)*
| **Apply** | Applies all changes you made in both the **Model** and **Materials** tabs for the current imported Alembic asset. |
| **Revert** | Abandons any changes you might have done in any of the **Model** and **Materials** tabs. This reverts all property values to their previous state and has no impact on the current imported Alembic asset in Unity. |

>**Note:** If these buttons are inactive, it means that the Alembic Importer currently uses the import options as seen in the window.
>**Note:**
>* If these buttons are inactive, it means that the Alembic Importer currently uses the import options as seen in the window.
>* These buttons have no effect on Hair Assets already generated via the **Hair** tab.