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A particles_base material is used for particles. This material supports particles animation.
Passes specify during which rendering pass the material should be rendered.
Deferred Buffers specifies if the material should be rendered during the deferred pass.
Auxiliary specifies if the material should be rendered into the auxiliary color buffer to create a custom post-process effect.
Refraction specifies if the material should be rendered during the refraction pass. Surfaces will be rendered during this pass only if they are transparent.
Refraction pass is enabled for particles in the center
Refraction pass is disabled for particles in the center
Ambient specifies if the material should be rendered during the ambient light pass. Note that only transparent surfaces will be rendered.
Light Omni specifies if the material should be rendered illuminated by the Omni light sources during the shadow maps rendering. Note that only transparent surfaces will be rendered.
Light Proj specifies if the material should be rendered illuminated by the Projected light sources during the shadow maps rendering. Note that only transparent surfaces will be rendered.
Light World specifies if the material should be rendered illuminated by the World light sources during the shadow maps rendering. Note that only transparent surfaces will be rendered.
Specifies if a texture with an atlas animation will be used as a diffuse one.
Provides a proper interaction of volumetric particles with other objects. It lessens the particles color depending on their position relatively to the object:
- If the depth value specifies, that the particles are in front or behind the object, they are rendered as usual.
- If the depth value between the cloud and the object is small, the color is smoothly interpolated.
The depth value can be set using the Interaction parameter. This option allows avoiding moire patterns on the objects.
Soft interaction is enabled
Soft interaction is disabled
Specifies if alpha fading between surfaces is used.
Disable Underwater Rendering
Specifies if polygons, to which the material is applied, don't receive shadows from omni, projected or cubemap (environment probe) light sources.
Receive World Shadows
Specifies if polygons, to which the material is applied, don't receive shadows from world light sources.
Soft Shadows toggles rendering of soft shadows on and off. When enabled, the shadows become blurred on the edges.
Omni Shadow Jitter
Omni Shadow Jitter toggles jittering of shadows casted by omni lights on and off.
Lerp Cascades toggles linear interpolation of shadows cascades on and off. When enabled, transitions between cascades become smoother. However, the option drops performance, as in the transition parts 2 shadow maps are rendered.
Soft Shadows Quality
Soft Shadows Quality specifies softness quality of shadows. The higher the value the softer (the more blurred) the shadows. The option has an effect only if Soft Shadows is enabled. Available values:
- Low - low quality
- Medium - medium quality
- High - high quality
Base textures are loaded and modified in the Base field of the Textures tab.
Diffuse map. A texture to define a surface's main color.
The texture is 4-channeled (RGBA):
Attenuation map. A texture to define the color and alpha component change throughout the particle's life time, from left to right.
The texture is 4-channeled (RGBA):
- RGB values store a color of the texture.
- An alpha (A) value contains transparency values.
An attenuation texture can be represented as a set of several textures. By using the 4th component of the Animation parameter you can specify which texture to use for the material.
An additional normal texture is present only if a Refraction pass of the States tab is enabled.
Normal map. A texture to store information about a surface's normals deviation.
The texture is 2-channeled (RG):
- RG values contain two components of a normal
- The third component's value is calculated from the given components in run-time
Material Mask parameter specifies a decal bit-mask. If the material mask of the decal material matches the particle material, the decal will be projected.
Diffuse is a color picker to choose the color of the diffuse map.
Diffuse = Yellow
Diffuse = Green
A coefficient to scale the brightness of the diffuse map. The higher the value, the brighter the diffuse map is.
Diffuse = 0.55
Diffuse = 1.1
Emission Scale is a multiplier for material's emission.
Environment Scale is a multiplier for ambient lighting.
Animation coordinates transformation. A vector of the 4 float components:
- X, Y - the size of the texture with the atlas animation along the X and Y axes.
- Z - the scale of the animation playback speed.
- W - Y coordinate of the attenuation texture.
A threshold for the alpha component for the deferred pass. If the alpha component is greater than this value, the particle will be written into the deferred buffer.
Auxiliary color parameter is present only if an Auxiliary pass is enabled. The parameter is modified in the Auxiliary field of the Parameters tab.
A color picker to choose an auxiliary color for the Auxiliary rendering pass.
A threshold for the alpha component for the auxiliary pass. If the alpha component is greater than this value, the particle will be written into the auxiliary buffer.
Soft Interaction Parameters
Soft interaction parameters are present only if a Soft interaction option is enabled in theStates tab.
A depth factor that controls the particles color lessening depending on their position relative to the object:
- Decreasing the value results in rendering in full color of those particles, which are positioned far from the objects.
- By 0 value, the depth value is considered to be infinity, and thus no particles will be rendered. All of them will be interpolated with the environment.
- Increasing the value results in rendering in full color more closely positioned particles. The interpolated area lessens.
Softness Multiplier is a multiplier for shadows softness.
Refraction parameters are present only if the Refraction pass is enabled in the States tab.
A coefficient to scale the refraction area.
- By the value of 0 there is no refraction of the light for the material.
- The higher the positive value, the more distorted the image behind the refracting material is.
- Negative values invert the direction of distortion: the lower the negative value, the bigger a distortion is.
Scale = 0.6
Scale = 2
A coefficient to scale the refraction post-processing power. The higher the value, the less intensive (softer) refraction will be.