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hpl3:tools:materialeditor_mattype_water
Table of Contents
Water material type
Texture Units
Material specific variables
Water material type
Texture Units
Diffuse
: base color for the material.
NMap
: Normal Map, per-texel surface normal data. When enabled, the surface will get shaded according to the normal info.
CubeMap
: this unit will make the material look as if reflecting an environment given by a cubemap texture.
Material specific variables
RefractionScale
: The amount reflection and refraction is offset by ripples in water.
FrenselBias
: Bias for Fresnel term. values: 0-1. Higher means that more of reflection is seen when looking straight at water.
FrenselPow
: The higher the 'sharper' the reflection is, meaning that it is only clearly seen at sharp angles.
WaveSpeed
: The speed of the waves.
WaveAmplitude
: The size of the waves.
WaveFreq
: The frequency of the waves.
ReflectionFadeStart
: Where the reflection starts fading.
ReflectionFadeEnd
: Where the reflection stops fading. 0 or less means no fading.
HasReflection
: If a reflection should be shown or not.
OcclusionCullWorldReflection
: If occlusion culling should be used on reflection.
LargeSurface
: If the water will cover a large surface and will need special sorting when rendering other transperant objects.
HasVertexWaves
: If the vertices are animated.
VertexWaveSpeed
: The speed of the vertex waves.
VertexWaveAmplitude
: The size of the vertex waves.
VertexWaveFreq
: The frequency of the vertex waves.
FadeWhenShallowMul
: This determines when the water should start fading when in shallow water. In meters.
FadeWhenShallowPow
: fast the shallow water drops off, higher means faster, lower means slower.
hpl3/tools/materialeditor_mattype_water.1353669848.txt.gz
· Last modified: 2012/11/23 11:24 by
luis
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