Mask properties
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Mask: Layers Mask is an RGB or RGBA texture, where every channel is the mask of the corresponding layer ( R for layer 1, G for layer 2, B for layer 3, A for layer 0).
The alpha channel of the mask is used as alpha transparency of the material (combined with the alpha channel of the layer 0 diffuse texture).
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Clamp Mask UV: Check this if you want to clamp between 0 and 1 the UV coordinates of the mask texture
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Mask Distance: Maximum distance the material layers upon layer 0 can be visible. it is used for speeding up shader when an object is far.
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Alpha Properties
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Alpha Test: Check this if you want parts of the surface be discarded basing on the alpha channel of the llayer 0 Diffuse texture
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Alpha Blend: Enable the transparency of the material.
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Blend Function: A combo Box listing all the available blending modes, it works only if Alpha Blend flag is enabled:
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Add: the material color is added to the background
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Opacity: transparency of the material is based on alpha channel of the layer 0 diffuse texture and alpha channel of the mask (if exists). It is the classical alpha blending.
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Mul: The material color is multiplied for the background.
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Alpha Level: Use this to set the tranpsarency intensity of the material . It works only if Alpha Blend flag is enabled:
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Double Sided flag
Check this if you want the surface be visible front and back
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Refraction properties
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Refract:Enable this flag to make the material refractive.
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Refract Power:Use this to set the intensity of the refraction. Can be from 0 to infinite.
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Refract Density:Used in the case of volumetric refractive surfaces, like water. If > 0 it adds a special kind of fog behind the material surface for simulating a participating media.
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Emission Properties
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Emit Light: Enable this only in case you want a particle system to be emissive or the material is transparent and has an emission texture.
See Emit Texture parameter below.
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Emission Power: Use this to set the intensity of emission. Can be 0 (no emission) to infinite.
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Emission Color: A color that is multiplied with the emission texture color.
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Emit Texture: The Emission texture. A texture map defining the what part of the material are emissive (white) and what not (black).
You must set this if you want a material be emissive.
Starting from 2018.1 version there are some combinations of Emit Light flag and Emit Texture that cause the material to become invisible giving invalid results.
Following is a summary table showing valid / invalid combinations:
Object type
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Emit Light
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Emit Texture
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Result
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Particle system
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x
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x
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valid
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Particle system
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x
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valid
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Particle system
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x
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x
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valid
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Normal mesh Opaque
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x
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invalid
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Normal mesh Opaque
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x
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x
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invalid
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Normal mesh Opaque
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x
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valid
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Normal mesh Transparent
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x
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x
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valid
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Normal mesh Transparent
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x
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invalid
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Normal mesh Transparent
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x
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invalid
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Scatter / translucency properties
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Decal properties
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Macro texture details
These parameters are specific for materials with more than one layer.
Normally layers are rendered using alpha blending on the layer mask, on either diffuse and normal (normal + rouighness + metallic) texture, this means that:
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layer 1 replaces layer 0 where the R channel of the mask has value 1 (white),
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layers 0 and 1 are replaced by layer 2 where G channel of the mask has value 1
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layers 0,1 and 2 are replaced by layer 3 where B channel of the mask has value 1.
Using these parameter the blending mode between layer 0 and all the others (1,2,3) can be changed basing on the texture type (albedo, normal and roughness).
Blending between layers 1,2 and 3 doesn't change.
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For albedo the alpha blending can be replaced with multiplicative blending between layer 0 and all the others.
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For normal the alpha blending can be replaced with normalized additive blending, between layer 0 and all the others.
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In the case of roughness the alpha blending remains but it is performed for making layer 0 roughness to replace the roughness of all other layers.
The follow list explain every parameter in details:
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Macro Bump: Use this for making the layers 1 to 3 normal map to affect less / more the normal map of layer 0 (in those parts where the mask is > 0).
Value 0 means the Macro Bump is disabled. Values > 0 macro bump is enabled and layer 1,2,3 normals increases towards value 1 over the layer 0 normal map.
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Macro Diffuse:Use this for making the layers 1,2,3 albedo map to be multiplied by the albedo map of layer 0 (in those parts where the mask is > 0).
Value 0 means Macro Diffuse is disabled, Values > 0 macro diffuse is enabled and layer 1,2,3 albedo are incrementally multiplied by layer 0 albedo.
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Macro Gloss:Use this for making the layer 0 roughness to affect less / more the roughness of other layers (in those parts where the mask is > 0).
Value 0 means layer 0 roughness is replaced by other layers roughness where mask is > 0 (Macro gloss disabled), value > 0 until 1 means layer 0 roughness incrementally overlaps roughness of all other layers.
Macro Gloss works only if Macro Bump is > 0.
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Humidity level
This value is multiplied by the Humidity value in the FX editor.
It is used for controlling the amount of humidity on a per object basis when the humidity level of the scene (in the FX panel) increases.
Valid values range from 0 to 1.
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Shader quality
This is used for setting how the shader of a material must be rendered.
There are 4 options:
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Auto: the shader quality is determined by the distance from the camera.
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Hi: the shader quality is always high, regardless from the camera distance
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Med: the shader quality is always medium, regardless from the camera distance
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Low: the shader quality is always low, regardless from the camera distance
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Vegetation Color Variation
Hue variation has effect only if material is marked as vegetation (see Misc Properties).
It is used for giving a small color variation to the vegetation basing on its position.
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