terrain_base
A terrain_base material is used for terrains.
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. |
All the options can be either enabled or disabled by ticking the respective boxes.
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 |
---|---|---|
Ambient light | ambient_light |
This option allows to draw a terrain in a fewer rendering passes, that increases the performance. Perform the following steps for that:
As the result, the terrain 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. |
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.
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_color | color |
A color picker to choose the color of the specular map. |
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:
|