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hpl3:tools:materialeditor_mattype_water

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.1354894457.txt.gz · Last modified: 2012/12/07 15:34 by luis