UnigineScript
The Language
Core Library
Engine Library
Node-Related Classes
GUI-Related Classes
Plugins Library
High-Level Systems
Samples
C++ API
API Reference
Integration Samples
Usage Examples
C++ Plugins
Content Creation
Tutorials

mesh_paint_base

A mesh_paint_base material simulates paints for different metal constructions (cars, helicopters, robots etc.) Can be applied to meshes, dynamic meshes and skinned meshes.

The unique features of this material are three separate spots of different diffuse colors and a fleck noise option, adding a realistic paint effects such as flecks, scratches, beads etc.

Notice
The article contains descriptions of settings, belonging only to this material. To get information on undescribed ones, click the required setting to be redirected to the page with complete information and possible values for it.

States

States

Materials editor, States tab.

Passes

Options

  • Detail - detail material rendering mode
  • Fleck noise - fleck spatial noise
  • Ambient emission - ambient emission and post processing glow
  • Shadow shafts - volumetric shadow shafts

Fleck Noise

Creates a realistic paint effect based on additional fleck noise texture.

Disabled Fleck noise
Enabled Fleck noise

Textures

Textures

Materials editor, Textures tab.

Base

  • Diffuse - diffuse texture
  • Normal - normal texture
  • Specular - specular texture

Detail

  • Diffuse - detail diffuse texture
  • Normal - detail normal texture
  • Specular - detail specular texture

Additional

  • Fleck noise - fleck noise spatial texture
  • Ambient - environment modulation texture
  • Emission - ambient emission texture
Notice
Fleck noise texture is present if a Fleck noise option is enabled.

Fleck noise

Fleck noise spatial texture defines a noise distribution along the material.

Fleck texture

Fleck texture, cut and rotated.

A texture is a single-channeled, R value stores noise data: red areas correspond to the neutral value, such pixels are not displaced; black areas correspond to pixels that will be applied as a noise.

Lightmap

  • Lightmap - light map texture

Parameters

Materials editor, Parameters tab.

Transform

  • Base - base texture coordinates transformation
  • Detail - detail texture coordinates transformation

Auxiliary

  • Color - auxiliary rendering pass constant color

Detail

  • Diffuse - detail diffuse texture scale
  • Normal - detail normal texture scale
  • Specular - detail specular texture scale

Ambient

  • Environment - environment lighting scale

Lightmap

  • Scale - lightmap texture scale

Emission

  • Color - ambient emission color picker
  • Scale - ambient emission texture scale
  • Glow - glow post-processing scale

Refraction

  • Scale - refraction post-processing scale
  • Glow - refraction post-processing glow

Shading

  • Diffuse - diffuse texture color
  • Diffuse - diffuse texture scale
  • Specular - specular texture color
  • Specular - specular term power
  • Glossiness - specular texture scale
  • Fresnel bias - fresnel term level bias
  • Fresnel power - specular texture scale
  • Glossiness 0 - first diffuse power
  • Glossiness 1 - second diffuse power
  • Glossiness 2 - third diffuse power
  • Diffuse 0 - first diffuse color
  • Diffuse 1 - second diffuse color
  • Diffuse 2 - third diffuse color

Glossiness 0, 1 and 2

Modifying these parameters leads to redistribution of the spots powers, created with three diffuse colors. The lower the Glossiness value, the more intense the respective diffuse color will be.

Notice
The above samples are made with default Diffuse 0, 1, 2 parameters.

Diffuse 0, 1 and 2

These three parameters define color values of three spots on the material. The powers of these color values can be modified with the Glossiness 0, 1, 2 parameters.

Notice
The above samples are made with the default Glossiness 0, 1, 2 parameters.

Fleck

  • Size - fleck spatial size
  • Power - fleck noise power
  • Radius - fleck angle radius
  • Color - fleck color
Notice
Fleck parameters are present if a Fleck noise option is enabled.

Size

A slider to choose a size of a spatial fleck noise texture. The lower the value, the bigger the texture is.

Power

A slider to choose a power of a spatial fleck noise texture. The lower the value, the more intense the noise is.

Radius

A slider to choose a radius of a spatial fleck noise texture relative to the angle of view. The lower the value, the bigger the radius is.

Color

A color picker to choose a color for a spatial fleck noise texture.

Last update: 2017-07-03