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hpl3:tools:materialeditor_mattype_decal

Decal material type

  • Diffuse: base color data for the decal
  • : 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