User Tools

Site Tools


Sidebar

hpl1:documentation:content.creation.document.chap4

4. Creating Materials

4.1 Types

Instead of creating materials for your self, like one usually does in 3d modeling programs, a couple of predefined materials are used. What needs to be filled out are the different maps used.

Settings for General
Use Alpha: TODO
Depth Test:
Value:

4.1.1 Flat

This material shows the diffuse map without any lighting.
Texture units: Diffuse

4.1.2 Additive

This transparent material is blended additively with the background.

Result = source_pixel + screen_pixel

It is not affected by lighting.
Texture units: Diffuse

4.1.3 Modulative

This transparent material is multiplied with the background.

Result = source_pixel * screen_pixel

It is not affected by lighting.
Texture units: Diffuse

4.1.4 Modulative x 2

This transparent material is multiplied with the background times two, like this:

Result = (source_pixel * screen_pixel) * 2

It is not affected by lighting.
Texture units: Diffuse

4.1.5 Alpha

Each texel on the texture is transperant according to the alpha channel on the texture.

It is not affected by lighting.
Texture units: Diffuse

4.1.6 Diffuse

The diffuse map with lighting.
Texture units: Diffuse and Illumination (optional).

4.1.7 DiffuseSpecular

The diffuse map with lighting and specular term. Does not have any support for specular map.
Texture units: Diffuse and Illumination (optional).

4.1.8 Bump

This material shows the diffuse map with a bump mapped surface.
Texture units: Diffuse, Normal-Map and Illumination (optional).

4.1.9 BumpSpecular

This material shows the diffuse map with a bump mapped surface and specular term. The alpha channel of the normal map is used as specular map.
Texture units: Diffuse, Normal-Map and Illumination (optional).

4.1.10 BumpColorSpecular

This material shows the diffuse map with a bump mapped surface and a color specular term.
Texture units: Diffuse, Normal-Map, Specular and Illumination (optional).

4.1.11 EnvironmentMapReflect

This material shows the diffuse map with a environment reflection from a CubeMap.
Texture units: Diffuse and CubeMap.

4.1.12 Water

This transparent material is blended additively with the background. It also has a bobbing surface.

Result = source_pixel + screen_pixel

It is not affected by lighting
Texture units: Diffuse.

4.2 Texture units

The different material types uses texture units to calculate the value of pixel. Each texture units have the following properties

hpl1/documentation/content.creation.document.chap4.txt · Last modified: 2010/11/04 07:40 by jens