mesh_overlap_base
A mesh_noise_base material combines two materials, one of which is projected from above. For example, can be used to create stone material with moss, rust and corrosion atop. 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. |
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 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. |
All the 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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Global | global | Specifies if global coordinates should be used for projection of overlap material instead of local ones. If so, projection will be rendered on top no matter how the object is rotated.
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Substitute | substitute | Specifies a rendering mode for normals. By default, normal maps of a base and overlapping material are combined together. with this option enabled, only normals of the overlapping material are used.
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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 |
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Mask | mask | A mask for an overlap material. Noise texture can be used as mask as well. | R: |
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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Overlap Textures
Overlap textures are modified in the Overlap field of the Textures tab.
GUI name | XML name | Description | Channels |
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Diffuse | diffuse_detail | Overlap 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 | Overlap normal map. A texture to store information about a surface's normals deviation. |
RG:
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Specular | specular_detail | Overlap specular map. A texture to define a surface's shininess and highlight color. |
RGBA:
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Additional Textures
Additional parallax and emission textures are present only if an Ambient emission and Parallax mapping options are enabled and are modified in the Additional field of the Textures tab.
GUI name | XML name | Description | Channels |
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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. |
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.
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 |
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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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Mask | mask_transform | expression | Mask texture native coordinates transformation. A vector of the four float components, consisting of two pairs of vector elements:
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Overlap | overlap_transform | expression | Overlap 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
GUI name | XML name | Type | Description | ||||
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Value | mask_value | slider | Masked value that defines visibility of the overlap material over the base one:
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Threshold | mask_threshold | slider | The threshold is used for smooth blending between two materials:
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Angle Parameters
GUI name | XML name | Type | Description | ||||
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Angle | angle_value | slider | Controls if overlap material can be projected only on flat surfaces or on steep ones as well (surfaces should be faced upwards):
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Threshold | angle_threshold | slider | The angle threshold allows to increase the slope for projecting overlap material. It can even be rendered on surfaces that face downwards. The higher the Threshold value, the bigger the area of an overlap material. |
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. |
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 |
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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. |
Shading and Overlap Parameters
Shading parameters for the base texture are modified in the Shading field of the Parameters tab, for the overlap texture - in the Overlap field.
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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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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