mesh_stem_base
A mesh_stem_base material is used to create stems for vegetation (for example, tree trunks and branches). Can be applied to meshes and dynamic 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 a Light omni, Light proj and Light world passes:
GUI name | XML name | Description |
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Skip | none | Material is not rendered. |
Phong rim | phong-rim | Material is rendered with a Phong rim shading (by default) or simple Phong shading* |
* The shading to be used depends on the Phong rim option (or a render_use_phong_rim console command value).
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 Detail option:
GUI name | XML name | Description |
---|---|---|
Skip | disabled | A material is not rendered. |
Overlay first | overlay_0 | Material is rendered in the Overlay mode: detail textures are blended with the base ones according to the first UV coordinates. The formula is: A + (B - 0.5) * k, For example, if Alpha test option for material is disabled, k = base Alpha * detail Alpha. |
Overlay second | overlay_1 | Material is rendered in the Overlay mode: detail textures are blended with the base ones according to the second UV coordinates. |
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. |
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 prob | light_prob | Probe lights rendering pass. Specifies, if the material should be rendered illuminated by the Probe light sources during the light and shadows rendering passes. |
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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Detail | detail | Specifies if additional detail textures with the specified UV channel will be provided for the material. Such textures allow to render unique details (such as dirt or worn spots). | ||||
Animation | animation | Enables animation for stems (if they are moved by the wind). | ||||
Shadow shafts | volumetric | Specifies if volumetric shadows from world lights will be rendered from surfaces with the applied material.
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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. Normal and specular textures are present only if Phong Shading option in the States tab is enabled.
GUI name | XML name | Description | Channels |
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Diffuse | diffuse | Diffuse map. 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 | normal | Normal map. A texture to store information about a surface's normals deviation. |
RG:
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Specular | specular | Specular map. A texture to define a surface's shininess and highlight color. |
RGBA:
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Detail Textures
Detail textures are present if Detail option on the States tab is enabled and can be loaded and modified in the Detail field of the Textures tab.
GUI name | XML name | Description | Channels |
---|---|---|---|
Diffuse | diffuse_detail | Diffuse map. 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 | normal_detail | Normal map. A texture to store information about a surface's normals deviation. |
RG:
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Specular | specular_detail | Specular map. A texture to define a surface's shininess and highlight color. |
RGBA:
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Additional Textures
Additional textures are modified in the Additional field of the Textures tab.
GUI name | XML name | Description | Channels |
---|---|---|---|
Ambient | ambient | Ambient map. A texture to modulate the global environment illumination (when an object is lighter at the top from sky above, darker at the bottom from the ground below etc). The texture takes effect only if the scene environment texture is loaded. |
RGBA:
Second UV map channel. |
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. Detail materials transformation parameters are present only if the Detail option is enabled.
GUI name | XML name | Type | Description |
---|---|---|---|
Base | base_transform | expression | Base texture coordinates transformation. A vector of the four float components, consisting of two pairs of vector elements:
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Detail | detail_transform | expression | Detail texture native coordinates transformation. A vector of the four float components, consisting of two pairs of vector elements:
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Animation Parameters
Animation parameters are present only if an Animation state is enabled and are modified in the Animation field of the Parameters tab.
GUI name | XML name | Type | Description |
---|---|---|---|
Stem noise | animation_stem_noise | slider |
A coefficient to scale a spatial noise that diversifies the direction of movement of the vegetation stems.
Should be the same as in the mesh_stem_base material.
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Stem offset | animation_stem_offset | slider |
A coefficient to scale an amplitude of horizontal movement for the vegetation stems.
Should be the same as in the mesh_stem_base material.
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Stem radius | animation_stem_radius | slider |
A coefficient to scale an amplitude of vertical movement for the vegetation stems.
Should be the same as in the mesh_stem_base material.
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Stem scale | animation_stem_scale | slider |
A coefficient to scale the speed of vegetation stems movement.
Should be the same as in the mesh_stem_base material.
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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 |
---|---|---|---|
Auxiliary | auxiliary_color | color | A color picker to choose an auxiliary color for the Auxiliary rendering pass. |
Detail Parameters
Detail parameters are present only if the a Detail option in the Options tab is enabled and a detail material is created.
Detail material parameters are modified in the Detail field of the Parameters tab.
GUI name | XML name | Type | Description |
---|---|---|---|
Diffuse | detail_diffuse | slider |
A coefficient to modify the visibility of the detail diffuse map:
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Normal | detail_normal | slider | A coefficient to modify the visibility of the detail normal map. |
Specular | detail_specular | slider | A coefficient to modify the visibility of the detail specular map. |
Shading Parameters
Shading parameters are modified in the Shading field of the Parameters tab.
GUI name | XML name | Type | Description |
---|---|---|---|
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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Phong rim width | phong_rim_width | slider |
A coefficient to modify the width of an additionally lightened rim of an object, where incident light is perpendicular to surface being lit:
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Phong rim scale | phong_rim_scale | slider |
A coefficient to scale brightness of the additionally lightened rim at the edges of an object, where incident light is perpendicular to surface being lit:
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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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