mesh_noise_base
A mesh_noise_base material creates various procedural effects like foam, lava, etc. Can be applied to meshes, dynamic meshes and skinned meshes.
States
In the States tab you can set rendering passes and available options. Enabling some of the states activates additional textures and parameters in the Textures and Parameters tabs respectively.
The states divide into 2 groups: Passes and Options.
Possible values for an Ambient pass:
GUI name | XML name | Description |
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Skip | none | Material is not rendered. |
Opacity | opacity | Material diffuse colors are blended with the ambient color. |
Transparent | transparent | Material diffuse colors are not modulated by the ambient color. |
Possible values for all the other passes:
GUI name | XML name | Description |
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Skip | none | Material is not rendered during the pass. |
Default | default | Material is rendered during the pass. |
Possible values for a Mask option:
GUI name | XML name | Mask | Description |
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Skip | disabled | Mask is not used. | |
Multiply | multiply | The masking is done for diffuse and specular components in the following way (the same formula applies to the specular texture):
Final diffuse color = ((diffuse_0 + diffuse_1 - noise_threshold) * noise_scale) * mask
This mode is used to create lava, noise patterns on organics, etc. It allows to create holes and gaps of different color that differs from base diffuse colors:
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Threshold | threshold | The masking is done for diffuse and specular components in the following way (the same formula applies to the specular texture):
Final diffuse color = (diffuse_0 + diffuse_1 - noise_threshold + mask * noise_threshold) * noise_scale
This mode is mostly used if diffuse textures are white or off-white, for example, to create foam, splashes, etc.
You can create interesting, splashy color transition using diffuse alpha together with mask alpha:
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All the other options can be either enabled or disabled by ticking the respective boxes.
All the states can be set to default ones - click a Set to parent button near the state (if the state is different from the default one, its field will be highlighted with green).
The states available for this kind of materials are listed below.
Passes
Passes specify during which rendering pass the material should be rendered. They are modified in the Passes field of the States tab.
GUI name | XML name | Description |
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Deferred | deferred | Deferred rendering pass. Specifies if the material should be rendered during the deferred pass. For the transparent surfaces see also a Post deferred option. |
Auxiliary | auxiliary | Auxiliary rendering pass. Specifies if the material should be rendered into the auxiliary buffer to create a custom post-process. |
Refraction | refraction | Specifies if the material should be rendered during the refraction pass. For transparent surfaces see also Post refraction option. |
Ambient | ambient | Ambient rendering pass. Specifies, how the material should be rendered during the Ambient light pass for the opaque objects. The actual opacity or transparency of the material depends solely on the set blending options. |
Light spot | light_spot | Spot lights rendering pass. Specifies, if the material should be rendered illuminated by the Spot light sources during the light and shadows rendering passes. |
Light omni | light_omni | Omni-directional lights rendering pass. Specifies, if the material should be rendered illuminated by the Omni light sources during the light and shadows rendering passes. |
Light proj | light_proj | Projected lights rendering pass. Specifies, if the material should be rendered illuminated by the Projected light sources during the light and shadows rendering passes. |
Light world | light_world | World lights rendering pass. Specifies, if the material should be rendered illuminated by the World light sources during the light and shadows rendering passes. |
Options
The following options are set in the Options field of the States tab.
GUI name | XML name | Description |
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Mask | detail | Specifies which masking mode will be used. |
Textures
In the Textures tab of the Materials Editor you can:
- Load the textures - click a Load button near the texture and specify the path to the texture or type the path in the texture field manually
- Open the view window to see texture's details - click a View button near the texture
- Set the current texture to default one - click a Set to parent button near the texture (if the texture is different from the default one, its field will be highlighted with green)
The textures available for this kind of materials are listed below.
Base Textures
Base textures are loaded and modified in the Base field of the Textures tab.
Noise material uses a double set of textures and one mask to additionally modulate their blending, if necessary:
- Diffuse textures and specular maps are blended together using addition mode. After that, they can be modulated with a mask, if it is enabled
- Normal maps are simply added together
Mask texure is present only if Mask mode is enabled in the States tab.
GUI name | XML name | Description | Channels |
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Mask | mask | A mask to modulate base diffuse colors. | RGBA |
Diffuse 0 | diffuse_0 | Diffuse map for the first material. A texture to define a surface's main color.
The diffuse color is visible only if in a given pixel the alpha value is 0.5 or higher. Otherwise, non-blended diffuse color of the second diffuse texture is used.
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RGBA:
An alpha (A) value will store transparency values if an Alpha test option is enabled. Otherwise it will store a detail mask. |
Normal 0 | normal_0 | Normal map for the first material. A texture to store information about a surface's normals deviation. |
RG:
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Specular 0 | specular_0 | Specular map for the first material. A texture to define a surface's shininess and highlight color. |
RGBA:
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Diffuse 1 | diffuse_1 | Diffuse map for the second material. A texture to define a surface's main color. |
RGBA:
An alpha (A) value will store transparency values if an Alpha test option is enabled. Otherwise it will store a detail mask. |
Normal 1 | normal_1 | Normal map for the second material. A texture to store information about a surface's normals deviation. |
RG:
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Specular 1 | specular_1 | Specular map for the second material. A texture to define a surface's shininess and highlight color. |
RGBA:
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Parameters
In the Parameters tab you can set or modify base and additional parameters.
Parameters of different types are set in different ways:
- expression - vector values can be set either in the field near the parameter or in the dialog window opened when double clicking this field
- slider - the value can be set either by smoothly moving the slider of the scroll box or manually in the box near the parameter (if required, the value bigger than maximum one for the slider can be set)
- color - the color can be chosen in the dialog window, activated after double clicking the color field
All the parameters can be set to default ones - click a Set to parent button near the parameter (if the parameter is different from the default one, its field will be highlighted with green).
The parameters available for this kind of materials are listed below.
Transform Parameters
Texture transformation parameters are modified in the Transform field of the Parameters tab.
GUI name | XML name | Type | Description |
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Base | base_transform | expression | Base texture native coordinates transformation. A vector of the four float components, consisting of two pairs of vector elements:
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Mask | mask_transform | expression | Mask texture native coordinates transformation. A vector of the four float components, consisting of two pairs of vector elements:
If mask is disabled, transformations would not take an effect. |
Noise 0 | noise_0_transform | expression | Diffuse 0 texture native coordinates transformation. A vector of the four float components, consisting of two pairs of vector elements:
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Noise 1 | noise_1_transform | expression | Diffuse 1 texture native coordinates transformation. A vector of the four float components, consisting of two pairs of vector elements:
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Auxiliary Parameters
Auxiliary color parameter is present only if an Auxiliary pass is set as a Default. The parameter is modified in the Auxiliary field of the Parameters tab.
GUI name | XML name | Type | Description |
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Auxiliary | auxiliary_color | color | A color picker to choose an auxiliary color for the Auxiliary rendering pass. |
Mask Parameters
Mask parameters are present only if a mask mode is enabled and are modified in the Mask field of the Parameters tab.
GUI name | XML name | Type | Description | ||||
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Scale | mask_scale | slider |
A coefficient to define the fill factor for the final material:
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Threshold | mask_threshold | slider |
A coefficient to modify threshold value, that is subtracted from mask colors. This parameter decreases the masked area:
By the minimum value of 0, the colors are non-modulated with Threshold.
For Multiply mask mode, base textures will be visible across a small area and nowhere else.
For the Threshold mask mode, non-masked areas are of their blended base colors, while the masked area with modulated color is smaller in size as the Threshold is higher.
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Noise Parameters
Noise parameters are modified in the Noise field of the Parameters tab.
Ambient Parameters
Ambient parameter is modified in the Ambient field of the Parameters tab.
GUI name | XML name | Type | Description |
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Environment | environment_scale | slider | Environment lighting scale. A coefficient to scale how much the global environment texture illuminates the surface. The higher the value, the more the colors will be corrected (lightened or darkened) according to the environment component. |
Refraction Parameters
Refraction parameters are present only if Refraction pass option set as Default and are modified in the Refraction field of the Parameters tab.
GUI name | XML name | Type | Description |
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Scale | refraction_scale | slider | A coefficient to scale the refraction area. By the value of 0 there is no refraction of the light for the material. The higher the positive value, the more distorted the image behind the refracting material is. Negative values invert the direction of distortion: the lower the negative value, the bigger a distortion is. |
Power | refraction_power | slider | A coefficient to scale the refraction post-processing power. The higher the value, the brighter the reflection is. |
Shading Parameters
Shading parameters are modified in the Shading field of the Parameters tab.
GUI name | XML name | Type | Description |
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Diffuse | diffuse_color | color |
A color picker to choose the color of the diffuse map. |
Diffuse | diffuse_scale | slider | A coefficient to scale the brightness of the diffuse map. The higher the value, the brighter the diffuse map is. |
Specular | specular_color | color |
A color picker to choose the color of the specular map. |
Specular | specular_scale | slider | A coefficient to scale the brightness of the specular map reflections. The default value of 1 grants the correct color. The higher the value, the brighter the specular reflections are. |
Glossiness | specular_power | slider |
A coefficient to modify size of the highlight (Phong lighting) of the specular map:
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Fresnel bias | fresnel_bias | slider | A coefficient to compensate for the Fresnel effect and set the minimum necessary reflectance level. By the minimum value of 0, there is no compensation for the Fresnel effect. Increasing the value leads to more prominent overall reflections. By the maximum value of 1, reflections are at their maximum and the Fresnel power parameter does not influence the rendered image. |
Fresnel power | fresnel_power | slider |
A coefficient to scale Fresnel effect that defines the amount of reflectance depending on the viewing angle:
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