mesh_terrain_base
A mesh_terrain_base material can be used as a part of terrains (for example, to create caves, bunkers, etc.) and shaded in the same way as for seamless integration.
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 all the 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 the options except an Ambient light option:
GUI name | XML name | Description |
---|---|---|
None | none | Material is not rendered. |
Overlay | overlay | Material is rendered in the overlay rendering mode: a material is blended with terrain diffuse color. |
Overlap | overlap | Material is rendered in the overlap rendering mode: only a decal material is applied, underneath terrain textures are ignored. |
The Ambient light option can be either enabled or disabled by ticking the respective box.
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 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 0 | detail_0 | Sets the rendering mode for the first detail material. |
Detail 1 | detail_1 | Sets the rendering mode for the second detail material. |
Detail 2 | detail_2 | Sets the rendering mode for the third detail material. |
Detail 3 | detail_3 | Sets the rendering mode for the fourth detail material. |
Ambient light | ambient_light |
This option allows to draw a decal in a fewer rendering passes, that increases the performance. Perform the following steps for that:
As the result, the decal will be drawn only once during the ambient pass instead of being redrawn twice. No shadows from objects can be casted on the decal if Ambient light is enabled and a world light pass is skipped. |
Textures
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 decal 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:
|
Mask | mask | A mask for four detail materials. Indicates where a detail texture should be seen. | R8/RG8/RGB8/RGBA8 |
Detail Textures
Each pair of the detail textures is present only if any of Detail 0, 1, 2 or 3 options (or their combination) is enabled. These textures are modified in the Detail field of the Textures tab.
GUI name | XML name | Description | Channels |
---|---|---|---|
Diffuse 0 Diffuse 1 Diffuse 2 Diffuse 3 |
detail_0_diffuse detail_1_diffuse detail_2_diffuse detail_3_diffuse |
A diffuse map for the respective detail material. |
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 1 Normal 2 Normal 3 |
detail_0_normal detail_1_normal detail_2_normal detail_3_normal |
A normal map for the respective detail material. |
RG:
|
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
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 any of Detail 0, 1, 2 or 3 options (or their combination) 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:
|
Detail 0 Detail 1 Detail 2 Detail 3 |
detail_0_transform detail_1_transform detail_2_transform detail_3_transform |
expression | Terrain detail textures native coordinates transformation. A vector of the four float components, consisting of two pairs of vector elements:
|
Detail Parameters
Detail parameters for each of the first, second, third or fourth detail material (or their combination) are activated only if the respective detail material in the Options tab is enabled.
Detail materials are modified in the Detail 0, Detail 1 ,Detail 2 or Detail 3 fields of the Parameters tab.
Parameters differ accordingly to the rendering mode of the detail material.
If the detail material is rendered in the Overlay mode there are following parameters:
GUI name | XML name | Type | Description |
---|---|---|---|
Diffuse | detail_0_diffuse detail_1_diffuse detail_2_diffuse detail_3_diffuse |
slider | A coefficient to modify the visibility of the diffuse map of the respective detail material. |
Normal | detail_0_normal detail_1_normal detail_2_normal detail_3_normal |
slider | A coefficient to modify the visibility of the normal map of the respective detail material. |
If the detail material is rendered in the Overlap mode there are following parameters:
GUI name | XML name | Type | Description |
---|---|---|---|
Value | detail_0_value detail_1_value detail_2_value detail_3_value |
slider |
A coefficient to modify the size of a detail material spreading inside the applied mask:
|
Threshold | detail_0_threshold detail_1_threshold detail_2_threshold detail_3_threshold |
slider |
A coefficient to modify the smoothness of the detail material around the edges. For that, detail material is blended with the diffuse map or other detail materials underneath it. The higher the value, the bigger the blending area of between detail material and terrain diffuse colors will be. |
Diffuse | detail_0_diffuse detail_1_diffuse detail_2_diffuse detail_3_diffuse |
slider | A coefficient to modify the visibility of the diffuse map of the respective detail material. |
Normal | detail_0_normal detail_1_normal detail_2_normal detail_3_normal |
slider | A coefficient to modify the visibility of the normal map of the respective detail material. |
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. |
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. |
Shading Parameters
Shading parameters are modified in the Shading field of the Parameters tab.
GUI name | XML name | Type | Description |
---|---|---|---|
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_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:
|
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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