: NMap: Normal Map, per-texel surface normal data. When enabled, the surface will get shaded according to the normal info.
* Specular: this unit will mask specular highlights.
* Height: this unit will store a map of height levels across the material.
* DetailDiffuse:
* HeightMapScale:
* HeightMapBias
* FrenselBias: Bias for Fresnel term. values: 0-1. Higher means that more of reflection is seen when looking straight at object.
* FrenselPow: The higher the 'sharper' the reflection is, meaning that it is only clearly seen at sharp angles.
* DetailUvMul: The amount the UV maps are multiplied with. The higher the more the detail maps are repeated.
* DetailFadeStart: When the details start fading out.
* DetailFadeEnd: When details have completely faded out.
* DetailWeight: The amount of influence of the detail texture.
* Diffuse: base color data for the material.
* NMap: Normal Map, per-texel surface normal data. When enabled, the surface will get shaded according to the normal info.
* Alpha: this layer will mask any result using the alpha value (0 not visible - 1 fully visible)
* Specular: this unit will mask specular highlights.
* Height: this unit will store a map of height levels across the material. SolidDiffuse requires this unit to be enabled in order for Parallax Mapping to work.
* Illumination: the texture in this unit will be used as a self illumination pattern.
* DissolveAlpha: this unit will be looked up at by the mesh dissolve effect.
* CubeMap: this unit will make the material look as if reflecting an environment given by a cubemap texture.
* CubeMapAlpha: just like Alpha, but this unit will only mask the cubemap reflection.
* DissolveAlpha:
* Liquid:
* DetailDiffuse:
* DetailNMap:
* Translucency**:
hpl3/tools/materialeditor_mattype_decal.1353662071.txt.gz · Last modified: 2012/11/23 09:14 by luis