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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.1353662092.txt.gz · Last modified: 2012/11/23 09:14 by luis