Changes between Version 8 and Version 9 of material


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Timestamp:
Oct 13, 2013, 5:44:59 PM (6 years ago)
Author:
necro
Comment:

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  • material

    v8 v9  
    22== Material Definition ==
    33
    4 ||name||material name ||
    5 ||diffuse||RGBA diffuse color multiplier\\ if the alpha component is below 1 material is considered as transparent||
    6 ||Ax||material reflectance (fresnel f0 coefficient)\\common materials have values around 0.04\\Diamond 0.17, Ruby 0.077, Glass 0.04, Aluminium 0.92, Chromium 0.55\\NOTE: material shader for metallic materials is WIP||
    7 ||Ay||not used||
    8 ||m||roughness, 0 = mirror, 1 = matte material\\for matte materials there is an approximated oren-nayar model||
    9 ||tex_diffuse||path to diffuse texture '''(format DXT1)''', colors from this texture are multiplied by diffuse.RGB||
    10 ||tex_normal||path to normal texture '''(format BC5/3dc2/ATI2)'''||
    11 ||tex_env||path to roughness texture '''(format BC4/ATI1)''', m is multiplied by the values from this texture (in 0..1 range)||
    12 ||tex_reflectance||path to reflectance texture '''(format BC4/ATI1)''', Ax is multiplied by the values from this texture (in 0..1 range)||
    13 ||tex_opacity||path to opacity texture '''(format BC4/ATI1)'''||
     4||'''name'''||material name ||
     5||'''diffuse'''||RGBA diffuse color multiplier\\ if the alpha component is below 1 material is considered as transparent||
     6||'''Ax'''||material reflectance (fresnel f0 coefficient)\\common materials have values around 0.04\\Diamond 0.17, Ruby 0.077, Glass 0.04, Aluminium 0.92, Chromium 0.55\\NOTE: material shader for metallic materials is WIP||
     7||'''Ay'''||not used||
     8||'''m'''||roughness, 0 = mirror, 1 = matte material\\for matte materials there is an approximated oren-nayar model||
     9||'''tex_diffuse'''||path to diffuse texture '''(format DXT1)''', colors from this texture are multiplied by diffuse.RGB||
     10||'''tex_normal'''||path to normal texture '''(format BC5/3dc2/ATI2)'''||
     11||'''tex_env'''||path to roughness texture '''(format BC4/ATI1)''', m is multiplied by the values from this texture (in 0..1 range)||
     12||'''tex_reflectance'''||path to reflectance texture '''(format BC4/ATI1)''', Ax is multiplied by the values from this texture (in 0..1 range)||
     13||'''tex_opacity'''||path to opacity texture '''(format BC4/ATI1)'''||
    1414
    1515Note: Ax, Ay and m can be written as whole numbers, in which case the value is treated as in range 0..255 and is divided by 255 before use. They can be also written as decimal numbers in range 0.0 .. 1.0