Refraction: If the material has refraction (distortion of bg). Uses NMap and/or normals of mesh.
RefractionEdgeCheck: If true, there is no bleeding with foreground objects, but takes some extra power.
RefractionNormals: If normals should be used when refracting. If no NMap is set this is forced true!
RefractionScale: The amount refraction offsets the background.
FrenselBias: Bias for Fresnel term. values: 0-1. Higher means that more of reflection is seen when looking straight at the surface.
FrenselPow: The higher the 'sharper' the reflection is, meaning that it is only clearly seen at sharp angles.
RimLightMul: The amount of rim light based on the reflection. This gives an edge to the object. Values: 0 - inf (although 1.0f should be used for max)
RimLightPow: The sharpness of the rim lighting.
AffectedByLightLevel: The material alpha is affected by the light level.
FogWeight: How fast the object should fade away in the fog. Lower means that it takes longer range to fade out. Values: 0-1
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.
ScrollingNoiseActive: If the alpha of the model should be affected by noise moving in the air.
ScrollingNoiseSpeed: The speed of the scrolling noise
ScrollingNoiseScale: The size of the scrolling noise particles.
ScrollingNoiseDetail: How detailed the scrolling noise is. The higher the value the more the alpha gets affected.
AngleFadeActive: If the triangles should fade out at steep viewing angles.
SoftParticleActive: Removes hard edges where the particle intersects geometry.
SoftPartSphereBillboard: If the billboard should be thicker in the middle and thinner near the edges (Only works for billboards)
SoftPartThickness: The perceived thickness of the particle, measured in meters.
SoftPartAlphaBasedThickness: The percived thickness of the particle based on the alpha channel of the particle, measured in meters.
SoftPartDepthBias: Moves the soft particle closer to or further away from the camera (Negative value only work for point billboards)
LiquidTrickleColor: The color and alpha of the liquid.
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 (Only used with refraction or EnvMap)
LiquidTrickleDryness: How long the generated liquid normal map should stay before drying back to the original normal map (Only used with refraction or EnvMap)
hpl3/tools/materialeditor_mattype_translucent.1353665610.txt.gz · Last modified: 2012/11/23 10:13 by luis