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mesh_lut_base

A mesh_lut_base material is used for meshes and dynamic meshes with LUT (texture-based) shading. For more details on generating a LUT texture, see LUT generation tool.

LUT-based material

LUT-based material

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
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.
LightMap lightmap Material is rendered lit by a light map. Material diffuse colors are multiplied by the light map and the ambient color. To create and automatically set a light map for an object, a Lightmap Generation Tool can be used.

Possible values for a Light omni, Light proj and Light world passes:

GUI name XML name Description
Skip none Material is not rendered.
Phong rim phong-rim Material is rendered with a Phong rim shading (by default) or simple Phong shading*
Anisotropy anisotropy Material is rendered with anisotropic shading. This shader creates surfaces with elliptical (anisotropic) specular highlights (for example, reflections from the brushed metal).

* 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
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,
where A and B are base and detail textures correspondingly;
k is an alpha blending coefficient that allows smooth interpolation between alpha values of base and detail textures.

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.
Multiply first multiply_0

Material is rendered in the Multiply mode: detail textures are blended with the base ones according to the first UV coordinates.

The formula is: mix(A,A * B,k),
where A and B are base and detail textures correspondingly;
k is an alpha blending coefficient that allows smooth interpolation between alpha values of base and detail textures.

Multiply second multiply_1 Material is rendered in the Multiply 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
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
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).
Ambient emission emission Specifies if a light emission (glow) should be simulated for the material and an additional emission texture will be provided for the material.
Shadow shafts volumetric Specifies if volumetric shadows from world lights will be rendered from surfaces with the applied material.

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.

GUI name XML name Description Channels
Diffuse diffuse Diffuse map. A texture to define a surface's main color. RGBA:
  • RGB values store a color of the texture
  • An alpha (A) value contains either transparency values or a detail mask
Notice
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:
  • RG values contain two components of a normal
  • The third component's value is calculated from the given components in run-time
Shading shading Shading map. A texture with baked shading for a mesh. It contains baked data on diffuse shading and specular highlights, for all possible camera angles (X axis is diffuse, Y axis is specular).

This texture can be created via LUT generation tool.
RGB

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:
  • RGB values store a color of the texture
  • An alpha (A) value contains either transparency values or a detail mask
Notice
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:
  • RG values contain two components of a normal
  • The third component's value is calculated from the given components in run-time

Additional Textures

Additional emission texture is present only if an Ambient emission option is enabled. Additional textures are modified in the Additional field of the Textures tab.

GUI name XML name Description Channels
Emission emission Emission map. A texture to store information about the light emission. RGBA:
  • RGB values store a glowing color
  • An alpha (A) value stores a glow mask: black is for non-glowing areas, white - for glowing ones
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:

  • RGB values store a glowing color
  • An alpha (A) value stores a glow mask: black is for non-glowing areas, white - for glowing ones

Second UV map channel.

LightMap Textures

Light map texture is present if a LightMap option is selected to be used during an Ambient pass. The texture can be loaded and modified in the LightMap field of the Textures tab.

GUI name XML name Description Channels
Lightmap lightmap Light map. A texture to store lighting information.

RGB:

  • RGB values store a color of the light
  • An alpha (A) value does not influence anything and is used solely for viewing convenience

Second UV map channel.

Notice
The above textures with the _d (diffuse map), _n (normal map) and _s (specular map) postfixes in the name respectively, located in a folder named uncompressed, will be automatically compressed by the engine.

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 native coordinates transformation. A vector of the four float components, consisting of two pairs of vector elements:
  1. Scale texture coordinates, along X and Y axes.

    For example, by the scale of 2;2 the texture will be repeated four times on the surface.

  2. An offset of the texture respectively to its initial position along X and Y axes.

    For example, by the offset of 0.5 along X axis the texture will be repositioned to the right (so the left edge of the texture will be rendered in the center).

Detail detail_transform expression Detail texture native coordinates transformation. A vector of the four float components, consisting of two pairs of vector elements:
  1. Scale texture coordinates, along X and Y axes.
  2. An offset of the texture respectively to its initial position along X and Y axes.

Notice
Besides the native texture coordinates transformation, there are more options of setting texture coordinates. They are described in the Texture coordinates transformation article.

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.

The detail material has the following parameters:

GUI name XML name Type Description
Diffuse detail_diffuse slider A coefficient to modify the visibility of the detail diffuse map:
  • By the minimum of 0, the diffuse texture is not visible at all
  • By the maximum of 1, the diffuse texture is fully appeared
Normal detail_normal slider A coefficient to modify the visibility of the detail normal map.

Ambient Parameters

Ambient parameter is modified in the Ambient field of the Parameters tab.

GUI name XML name Type Description
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.

Lightmap Parameters

Light map parameter is present only if an LightMap option is set during the Ambient Emission rendering pass. The parameter is modified in the Lightmap field of the Parameters tab.

GUI name XML name Type Description
Scale lightmap_scale slider A coefficient to scale the intensity of illumination by the light map.

By the value of 0 the light map does not illuminate the surface with this material applied.

The higher the value, the more visible and the brighter a light map is.

Emission Parameters

Emission parameters are present only if an Ambient emission option is enabled and are modified in the Emission field of the Parameters tab.

GUI name XML name Type Description
Color emission_color color

A color picker to choose an ambient emission color for the emission texture.

Scale emission_scale slider Visibility scale for the emission texture.

The higher the value, the more visible emission texture is: light areas will be lighter and brighter.
Glow glow_scale slider A coefficient to scale the glow component of the emission texture, which creates a halo around an object surface.

The higher the value, the larger the halo and the brighter the material.
Notice
To increase the glow parameter a lot, go to the Render settings -> Postprocess tab -> Glow small parameter to increase the glow throughout in the scene. After that, readjust the glow on the per-material basis.
Last update: 2017-07-03