1. Facts about Carmine Substance Editor:
Time developed: 2 weeks (version 0.70)
Lines of code: < 1300
Programming code: Visual Basic
Designed for: Windows XP SP2 .NET 2.0
Author: Wedge

Note: WindowsXP SP2 would not allow me to unzip my EXE from the ZIP file to protect me from viruses. So in order to make this easy for
everyone and to make sure that everyone can unzip the EXE file, I have added a .REMOVE extension to Carmine.exe. You will need to remove
this extension to use Carmine. For example rename Carmine.exe.REMOVE to Carmine.exe

Note 2: After getting the Carmine EXE unzipped and renamed, trying to launch the program may cause another error. If it does, you may
also need to unblock the EXE file by right click > properties > unblock. (tested on Windows XP SP2)

1a. Program purpose. The purpose of this program is to help users create materials in nearly every combination possible. It can help up and
coming exporter writers focus on getting geometry and other settings out of their programs and not worry about exporting materials. This
editor does not teach you how to define or use materials (besides setting certain paths of options for you to change) and that is not its
purpose.

1b. Program result. This program does not add materials to your scene file. After you finish creating materials you can save them to
a file on your hard drive. After that, you can move these materials to your main scene file either by simple copy/paste or by using the
include tags. You can paste these materials over the existing materials in your main scene file if you are replacing them. If you use the
include method, you can include the material file you saved with Carmine at the bottom of your main scene file's list of materials. They should
be named the same, and I think Indigo will overwrite them with the new settings, so you don't have to remove them. Ideally you use this program
to make the materials, and use your exporter to export the objects with blank placeholder materials, textures included so that UV coordinates
are exported. (or however you get your exporter to write out UV coordinates) Then open up Carmine to create the same material names, along with
the material settings that you are looking for.

1c. Quick guide to your first material with Carmine. After loading the program you are presented with all of your options on one screen.
This might look confusing at first but only the options that you are allowed to adjust will be enabled. These options will change
depending on which material you select, and also by which options you select for that material. After understanding the GUI, you will probably
enjoy having all of the material options on one screen.

	Q. How do I select a material type?
	A. Select a material type from the drop down list in the "Material Selection" area. This enables the form to configure itself
		for the material type you selected.

	Q. I have selected my material type. Now what?
	A. You can now proceed to fill out the form. Some settings will be error checked and you might receive an error message.
		If this happens, just fill out that value and proceed. Not all settings need to be adjusted, for example, your Diffuse
		material does not need any textures. This is an option. But your Diffuse material needs a name. This is a requirement.

	Q. I have finished creating my material, now what?
	A. Now you will need to add your material to the list. Just click the "Add" button in the "Material Selection" area. This will
		place your newly created material into the list that can be saved when you are finished creating materials.

	Q. How do I change materials?
	A. If you need to change a material type at any time, just select another one from the drop down list. This will clear and reset
		the form's configuration. If you are making a similar material multiple times (as long as it is the same type, for example,
		two phong materials) it is helpful to alter the material name (without changing the type) and save it as another material
		with slightly different settings. For example you can set up Phong1 and then after adding it to list, rename it to Phong2,
		adjust a few settings, and add it again.

	Q. How can I load a material from the list?
	A. After you have populated the material list, you can select a material and click the "Load" button. This will clear the form and
		load your selected material into the GUI. This allows you to view the material you created, or make similar materials
		by changing its values and saving it with a new material name.

	Q. I need to apply changes to this material's settings, how?
	A. If you need to adjust a material's settings, (except name and type, these settings cannot be edited) make sure you load them into form,
		(by using the load feature) now you can modify the settings of this material and click Apply button to save.

	Q. My Blend or Glossy/Specular material will not add to list?
	A. When creating one of these materials you need to first create the materials that will be blended or be an internal medium.
		After that you can link these materials and proceed with adding your Blend/Glossy/Specular material to the list of
		current materials.

2. This program may require .NET Framework 2.0

2a. This program is created in a fixed size 950x700 window. So it may require a screen resolution of at least 1024x768 to use it.

3. Notices:
3a. UV set is fixed to default. If your exporter allows you to select a uv set name for textures it must be named default.

3b. Large fonts. This program was designed around normal sized fonts and if you run Windows XP with Large Fonts you may notice a messed
up GUI.

3c. Material names with spaces in between letters. For example: red block material. At this time materials can be entered into the list with
spaces in between letters or words. It may cause errors to add materials with names like this.

4. Only minimal bug testing has been done on this program. It may cause data loss/corruption. I advise you to backup/save any work/files
before you use this program.

5. What does Carmine mean in the definition used for this program? Carmine is a color that is purplish red. Similar to the program icon.

6. Most of the program is easy to understand. (10-15 minutes learning curve, however, you must already be familiar with Indigo and its features)
Some error checking is coded in to help make sure you enter information correctly, but not all information is verified.

7. Color scale and massive digit accuracy on RGB colors. This is not a bug. At this time RGB values are taken from the color dialog, which is
on a scale of 0-255 and they are divided by 255 to get in a 0-1 format.

8. Medium absorption and Henyey colors are inverted. So if you absorb all red you have a red glass. (rather than a mix of blue-green)
What you see is what you get, basically.

9. Remember that glossy transparent can refer to the same internal medium name with different exponent levels. So you could make
additional shiny/dull glossy materials by using the same medium.

10. Future plans. Right now I would like to fix any bugs that show up, correct any material settings, and make sure the program is
stable before other features are coded.