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hpl3:engine:materials [2012/04/24 12:21]
thomas [Decal]
hpl3:engine:materials [2012/05/09 14:18]
thomas
Line 92: Line 92:
 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:** dds, 3dc.\\+**File format:** dds, 3dc (aka DXN, BC5).\\
 **Suffix:** “nrm”.\\ **Suffix:** “nrm”.\\
 The normal map for the material and uses the standard format rgb = xyz and is in tangent space. Note that this needs to be converted to a format of XY only though! ​ The normal map for the material and uses the standard format rgb = xyz and is in tangent space. Note that this needs to be converted to a format of XY only though! ​
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 === 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).\\
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 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:** dds, 3dc.\\+**File format:** dds, 3dc (aka DXN, BC5).\\
 **Suffix:** “detail_nrm”.\\ **Suffix:** “detail_nrm”.\\
 Detail normal works basically like the diffuse version, but on the normal map. Detail normal works basically like the diffuse version, but on the normal map.
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 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:** dds, 3dc, tga for high quality.\\+**File format:** dds, 3dc (aka DXN, BC5), tga for high quality.\\
 **Suffix:** “liquid”.\\ **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. 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.
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 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:** dds, 3dc.\\+**File format:** dds, 3dc (aka DXN, BC5).\\
 **Suffix:** “nrm”.\\ **Suffix:** “nrm”.\\
 Instead of changing the way light is shaded (like with solid material), here the normal map is used to distort the background (if refraction is set to true) and/or to change the way reflection is calculated.\\ Instead of changing the way light is shaded (like with solid material), here the normal map is used to distort the background (if refraction is set to true) and/or to change the way reflection is calculated.\\
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 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:** dds, 3dc, tga for high quality.\\+**File format:** dds, 3dc (aka DXN, BC5), tga for high quality.\\
 **Suffix:** “liquid”.\\ **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. 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.
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 === 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 ===
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 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:** dds, 3dc.\\+**File format:** dds, 3dc (aka DXN, BC5).\\
 **Suffix:** “nrm”.\\ **Suffix:** “nrm”.\\
 Instead of changing the way light is shaded (like with solid material), here the normal map is used to distort the background (if refraction is set to true) and/or to change the way reflection is calculated.\\ Instead of changing the way light is shaded (like with solid material), here the normal map is used to distort the background (if refraction is set to true) and/or to change the way reflection is calculated.\\
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 === Detail Diffuse === === Detail Diffuse ===
-**Size:​** ​100% - 25% (depends on the amount of small details needed)\\+**Size:​** ​NA, this is entirely up to how the texture is repeated\\
 **Channels:​** RGB\\ **Channels:​** RGB\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:​** ​DXT1\\+**File format:​** ​dds, dxt1\\
 **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).\\
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 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:** dds, 3dc.\\+**File format:** dds, 3dc (aka DXN, BC5).\\
 **Suffix:** “nrm”.\\ **Suffix:** “nrm”.\\
 Instead of changing the way light is shaded (like with solid material), here the normal map is used to distort the background (if refraction is set to true) and/or to change the way reflection is calculated.\\ Instead of changing the way light is shaded (like with solid material), here the normal map is used to distort the background (if refraction is set to true) and/or to change the way reflection is calculated.\\
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 **Suffix:** “env”.\\ **Suffix:** “env”.\\
 This will apply a cube to the mesh as if it is was reflecting it (hence called “environment map”). It will be used instead of the world reflection, thus making the water rendering ALOT faster! This will apply a cube to the mesh as if it is was reflecting it (hence called “environment map”). It will be used instead of the world reflection, thus making the water rendering ALOT faster!
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hpl3/engine/materials.txt · Last modified: 2012/10/09 08:39 by thomas