User Tools

Site Tools


hpl3:engine:materials

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Next revision Both sides next revision
hpl3:engine:materials [2011/11/22 08:19]
thomas [Mipmaps]
hpl3:engine:materials [2012/04/24 12:26]
thomas [Decal]
Line 70: Line 70:
  
 **IlluminationBrightness** | The brightness of the illumination texture. Multiplies with the illumination map, used to make the illumination brighter than 1.0 \\ **IlluminationBrightness** | The brightness of the illumination texture. Multiplies with the illumination map, used to make the illumination brighter than 1.0 \\
 +
 +**LiquidTrickleColor** | The color and alpha of the liquid \\
 +**LiquidTrickleSpecular** | 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 blending. With Illumination blend mode the liquid is added to the illumination output \\
  
 === Diffuse ===  === Diffuse === 
Line 152: Line 160:
 === Detail Diffuse Map ===  === Detail Diffuse Map === 
 **Size:** NA, this is entirely up to how the texture is repeated\\ **Size:** NA, this is entirely up to how the texture is repeated\\
-**Channels:​** ​Alpha\\+**Channels:​** ​RGB\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:​** ​tgasingle channel (greyscale). (or dxt5 if mipmaps are needed!!)\\+**File format:​** ​ddsdxt1\\
 **Suffix:** “detail_diff”.\\ **Suffix:** “detail_diff”.\\
 A detail map is special in that it uses differnt UV coordinates from the rest of the textures (see variables). This map blends with the diffuse and specular (each according to weights, see variables section). The way it mixes, Grey (127) means that nothing is changed, darker (126 or below) makes the result darker, and brighter (128 or above) makes the result brighter).\\ A detail map is special in that it uses differnt UV coordinates from the rest of the textures (see variables). This map blends with the diffuse and specular (each according to weights, see variables section). The way it mixes, Grey (127) means that nothing is changed, darker (126 or below) makes the result darker, and brighter (128 or above) makes the result brighter).\\
Line 174: Line 182:
 **Suffix:** “trans”.\\ **Suffix:** “trans”.\\
 This allows part of the texture to shine through to the backside when lit. This is good for thin organic shapes like nose-wings, leaves and fish-fins. Note that for this to work, the mesh must not cast a shadow or it must be thin enough (how thin depends on shadow settings). White means that all light from the front comes out back and black means that no light does. This allows part of the texture to shine through to the backside when lit. This is good for thin organic shapes like nose-wings, leaves and fish-fins. Note that for this to work, the mesh must not cast a shadow or it must be thin enough (how thin depends on shadow settings). White means that all light from the front comes out back and black means that no light does.
 +
 +=== Liquid Map === 
 +**Size:** 100% - 25%\\
 +**Channels:​** G and Alpha (must use special exporter for this!)\\
 +**Type:** 2D\\
 +**File format:** dds, 3dc, tga for high quality.\\
 +**Suffix:** “liquid”.\\
 +This texture shows how liquid should fade in, move and fade out over an object. The red channel contains a mask for how liquid should fade in on the image, the brighter a pixel is the earlier the liquid will cover it. The green channel contains a mask for how the liquid should fade out. If a 3dc compressed texture produces poor results then a RGBA tga should be used with the red channel stored in the alpha channel and the green channel stored in the blue channel.
 +If the liquid is very thin then the mip-map filter should be set to "​Point"​ when exporting the texture.
 +
  
 ---- ----
Line 225: Line 243:
 **SoftPartAlphaBasedThickness** | The percived thickness of the particle based on the alpha channel 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)\\ **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) \\
  
 === Diffuse Map === === Diffuse Map ===
Line 270: Line 294:
 **Suffix:** “sway” (do NOT use "​height"​).\\ **Suffix:** “sway” (do NOT use "​height"​).\\
 This map is used for sway, so when sway is active and NOT for any parallax stuff. It act as a factor for the sway. Black = no sway, White = full sway and all in between for greyscale of course. So if doing a swaying plant, make it black at the base of the plant and whiter as it comes nearer the top. This map is used for sway, so when sway is active and NOT for any parallax stuff. It act as a factor for the sway. Black = no sway, White = full sway and all in between for greyscale of course. So if doing a swaying plant, make it black at the base of the plant and whiter as it comes nearer the top.
 +
 +=== Liquid Map === 
 +**Size:** 100% - 25%\\
 +**Channels:​** G and Alpha (must use special exporter for this!)\\
 +**Type:** 2D\\
 +**File format:** dds, 3dc, tga for high quality.\\
 +**Suffix:** “liquid”.\\
 +This texture shows how liquid should fade in, move and fade out over an object. The red channel contains a mask for how liquid should fade in on the image, the brighter a pixel is the earlier the liquid will cover it. The green channel contains a mask for how the liquid should fade out. If a 3dc compressed texture produces poor results then a RGBA tga should be used with the red channel stored in the alpha channel and the green channel stored in the blue channel.
 +If the liquid is very thin then the mip-map filter should be set to "​Point"​ when exporting the texture.
  
 ---- ----
Line 289: Line 322:
 === Variables === === Variables ===
  
-**HeightMapScale**\\ +**HeightMapScale** ​The scale of the height map.\\ 
-The scale of the height map.+**HeightMapBias** | Not used.\\
  
-**HeightMapBias**\\ +**FrenselBias** | Not used.\\ 
-Not used.+**FrenselPow** | Not used.\\
  
-**FrenselBias**\\ +**DetailUvMul** | The amount the UV maps are multiplied with. The higer the more the detail maps are repeated\\ 
-Not used. +**DetailWeight** | Weight for the diffuse detailValid values: 0 - 2.0\\ 
- +**DetailFadeStart** | When the details start fading out.\\ 
-**FrenselPow**\\ +**DetailFadeEnd** | When details have completely faded out\\
-Not used.+
  
 === Diffuse Map === === Diffuse Map ===
Line 334: Line 366:
 **Suffix:** “height”.\\ **Suffix:** “height”.\\
 Height map is more like a depth map actually. White = largest depth, Black = no depth and this is important to remember when creating it.  Height map is more like a depth map actually. White = largest depth, Black = no depth and this is important to remember when creating it. 
 +
 +=== Detail Diffuse ===
 +**Size:** NA, this is entirely up to how the texture is repeated\\
 +**Channels:​** RGB\\
 +**Type:** 2D\\
 +**File format:** dds, dxt1\\
 +**Suffix:** “detail_diff”.\\
 +A detail map is special in that it uses differnt UV coordinates from the rest of the textures (see variables). This map blends with the diffuse and specular (each according to weights, see variables section). The way it mixes, Grey (127) means that nothing is changed, darker (126 or below) makes the result darker, and brighter (128 or above) makes the result brighter).\\
 +There is a variable for fading this out at a distance, but in some special cases this might not look good. In that case use dxt5 and have custom mipmaps that fade to gray in an appropriate way. Only use this if really needed though!
 +
  
 ---- ----
Line 381: Line 423:
 If the water will cover a large surface and will need special sorting when rendering other transperant objects 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**\\
 +How fast the shallow water drops off, higher means faster, lower means slower.
  
 === Blend Modes === === Blend Modes ===
hpl3/engine/materials.txt · Last modified: 2012/10/09 08:39 by thomas