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.
Alpha: this layer will mask any result using the alpha value (0 not visible - 1 fully visible)
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.
CubeMap: this unit will make the material look as if reflecting an environment given by a cubemap texture.
DissolveAlpha: this will be used for the dissolve effect.
CubeMapAlpha: just like Alpha, but this unit will only mask the cubemap reflection.
DetailDiffuse: this unit will be used as a detail texture for diffuse when enabled.
DetailNMap: this unit will be used as a detail texture for the normal map when enabled.
Translucency
Liquid: texture that will define the fading for the liquid effect.
Material specific variables
HeightMapScale
HeightMapBias
IlluminationBrightness: Brightness of the illumination texture.
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.
AlphaDissolveFilter: If alpha values between 0 and 1 should be used and dissolve the texture. This can be useful for things like hair.
DetailUvMul: The amount the UV maps are multiplied with. The higher the more the detail maps are repeated.
DetailWeight(Diffuse,Specular,Normal): Weight for the detail for each texture. Valid values: 0 - 2.0
DetailFadeStart: When the details start fading out.
DetailFadeEnd: When details have completely faded out.
SwayActive: If the model should sway according to wind properties. NOTE: Heightmap must be used to set the sway amount for each model part.
SwayForceFieldAffected: If the model is affected by force fields.
SwayFreq: The frequency of the sway movement.
SwayAmplitude: How much the sway offsets the model at maximum (in meters).
SwaySpeed: The speed of the sway.
SwayOctaveMuls: The sway consists of the three (high - low) different freq movements, this is the factor for each.
SwayForceFieldMul: Factor for the force field induced sway.
SwayForceFieldMax: The max offset (after adding factor) can that be added from a force field.
SwayYFreqMul: This can be used so that sway changes along the y-axis. The higher value the more change. 0=off (not used when SwaySingleDir is on)
SwaySingleDir: If the sway should only be in a single direction.
SwaySingleDirVector: If sway is only in a single direction, this is the direction!
SwaySingleSampleVector: The direction of the sampling for the single dir sway.
LiquidTrickleColor: The color and alpha of the liquid.
LiquidTrickeSpecular: Specular color and power of the liquid (RGB, Power). If set to (0,0,0,0) the original specular map value will be used.
LiquidTrickleLoopFade: If the liquid animation should loop and fade in again after it has faded out.
LiquidTrickleFadeSpeed: How fast the liquid fades in and then stays before fading out again. Unit is in seconds (Fade In, Fade Out)
LiquidTrickleEdgeSize: The size of the normal map edge generated by the trickling liquid.
LiquidTrickleDryness: How long the generated liquid normal map should stay before drying back to the original normal map
LiquidTrickleBlendMode: Which blend mode that should be used when combining the liquid with the color. Specular always uses Alpha.
hpl3/tools/materialeditor_mattype_soliddiffuse.1353668113.txt.gz · Last modified: 2012/11/23 10:55 by luis