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:
This material shows the diffuse map without any lighting.
Texture units: Diffuse
This transparent material is blended additively with the background.
Result = source_pixel + screen_pixel
It is not affected by lighting.
Texture units: Diffuse
This transparent material is multiplied with the background.
Result = source_pixel * screen_pixel
It is not affected by lighting.
Texture units: Diffuse
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
Each texel on the texture is transperant according to the alpha channel on the texture.
It is not affected by lighting.
Texture units: Diffuse
The diffuse map with lighting.
Texture units: Diffuse and Illumination (optional).
The diffuse map with lighting and specular term. Does not have any support for specular map.
Texture units: Diffuse and Illumination (optional).
This material shows the diffuse map with a bump mapped surface.
Texture units: Diffuse, Normal-Map and Illumination (optional).
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).
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).
This material shows the diffuse map with a environment reflection from a CubeMap.
Texture units: Diffuse and CubeMap.
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.
The different material types uses texture units to calculate the value of pixel. Each texture units have the following properties