Changes between Version 33 and Version 34 of material_database


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Timestamp:
Oct 6, 2013, 3:07:53 PM (5 years ago)
Author:
necro
Comment:

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  • material_database

    v33 v34  
    3737}}}
    3838
    39 == Coefficients ==
    40 === Ax-Coefficient===
    41 The Ax coefficient influences the reflectance of the material. Small values behave like concrete materials and bigger values like metalic materials.
    42 The following examples show the effect of several Ax values. All examples were created with {{{"diffuse" : "1.0, 1.0, 1.0, 1.0"}}} and {{{"m" : "127"}}}.
    43 
    44 ||=Ax = 0.0=||=Ax = 0.25=||=Ax = 0.5=||=Ax = 0.75=||=Ax = 1.0=||
    45 ||[[Image(https://lh4.googleusercontent.com/-TeFdZJMyhrQ/Uk2P0oTjkCI/AAAAAAAADGw/F8xb1xv4gFI/s315-no/ax00.gif, 180px, align=center, title="Ax = 0.0")]]||[[Image(https://lh6.googleusercontent.com/-Hy2_ndRnecY/Uk2P0srL6eI/AAAAAAAADGs/bbA8YVK4CKw/s322-no/ax025.gif, 180px, align=center, title="Ax = 0.25")]]||[[Image(https://lh4.googleusercontent.com/-duN9Fwq_7IQ/Uk2P0SYGU-I/AAAAAAAADG0/-CladUmmCF0/s322-no/ax05.gif, 180px, align=center, title="Ax = 0.5")]]||[[Image(https://lh4.googleusercontent.com/-ZEIf20n2VzI/Uk2P185H8iI/AAAAAAAADG8/PGP8cO-Xz5I/s316-no/ax075.gif, 180px, align=center, title="Ax = 0.75")]]||[[Image(https://lh3.googleusercontent.com/-bsMuq48qVwQ/Uk2P2nnMVHI/AAAAAAAADHE/H_8aWYX3jxo/s302-no/ax10.gif, 180px, align=center, title="Ax = 1.0")]]||
    46 
    47 === m-Coefficient===
    48 The m coefficient influences the mirror reflectance of the material. The bigger the value, the more matte the material will be. The smaller the value, the more mirroring the material will be.
    49 The following examples show the effect of several m values. All examples were created with {{{"diffuse" : "1.0, 1.0, 1.0, 1.0"}}} and {{{"Ax" : "7"}}}.
    50 ||=m = 0.0=||=m = 0.01=||=m = 0.25=||=m = 0.5=||=m = 0.75=||=m = 1.0=||
    51 ||[[Image(https://lh4.googleusercontent.com/-d9imaUD02Ys/Uk2WhGCEYWI/AAAAAAAADHc/Jsftzf_oeb8/s312-no/m00.gif, 180px, align=center, title="m = 0.0")]]||[[Image(https://lh3.googleusercontent.com/-LbcVpR9x-Rg/Uk2XCfe16hI/AAAAAAAADHw/7iaI2R5DGeQ/s294-no/m001.gif, 180px, align=center, title="m = 0.01")]]||[[Image(https://lh4.googleusercontent.com/-9nO-PRGVNYU/Uk2XOPRLZhI/AAAAAAAADIE/XIWYZLDZYqE/s292-no/m025.gif, 180px, align=center, title="m = 0.25")]]||[[Image(https://lh5.googleusercontent.com/-sByQyTJkj0w/Uk2XTSOhryI/AAAAAAAADIY/gbSKOTonMFA/s287-no/m05.gif, 180px, align=center, title="Ax = 0.5")]]||[[Image(https://lh4.googleusercontent.com/-QgFNCTF9xb0/Uk2XYk4_dlI/AAAAAAAADIs/e6jmR4OM90M/s278-no/m075.gif, 180px, align=center, title="m = 0.75")]]||[[Image(https://lh4.googleusercontent.com/-zQDw60py0Rc/Uk2XdrUdH2I/AAAAAAAADJA/l8dHnZDVun4/s281-no/m10.gif, 180px, align=center, title="m = 1.0")]]||
    52 
    53 == Texture Channels ==
    54 Outerra supports several texture channels to define materials. For setting them up the used mesh needs to be UV unwrapped. This means to unproject the 3D mesh on 2D plane. This can be done automatically or manually by almost each 3D-software.
    55 === tex_diffuse ===
    56 The diffuse texture contains the basic colors of a mesh. So its one of the most important textures a mesh can use. The following example shows the sample sphere rendered with a matte material ({{{"Ax" : 0.0}}} and {{{"m" = 1.0}}}).
    57 
    58 ||=tex_diffuse=||=Format=||=Diffuse texture disabled=||=Diffuse texture enabled=||
    59 ||[[Image(https://lh5.googleusercontent.com/-ROtFA3OBVwM/UlFc0wKhfeI/AAAAAAAADNg/wyK9Vtc1FPY/s180-no/panel2diffweb.png, 180px, align=center, title="Diffuse Texture")]]||'''BC1/DXT1'''||[[Image(https://lh5.googleusercontent.com/-hUCORLiBwyA/UlFg21aOBuI/AAAAAAAADN8/nBIWzVyQ8WU/s257-no/tex_dif2.gif, 180px, align=center, title="Without diffuse texture")]]||[[Image(https://lh5.googleusercontent.com/-Jk7U3Jt_cOc/UlFg29kJc6I/AAAAAAAADOA/g5wLeFXe2cI/s236-no/tex_dif1.gif, 180px, align=center, title="With diffuse texture")]]||
    60 
    61 === tex_normal ===
    62 The normal texture is the most important texture a mesh can contain. It is possible to create the illusion of incredible amount of details on the mesh. This texture stores information about the normals per pixel. Then the shader computes the angle between each normal and the light vector and shades the color by multiplying it with this factor. This creates the illusion of detail although the surface is actually flat. The following example shows the sample sphere rendered with a matte material ({{{"Ax" : 0.0}}} and {{{"m" = 1.0}}}).
    63 
    64 ||=tex_normal=||=Format=||=Normal texture disabled=||=Normal texture enabled=||=Normal + Diffuse texture enabled=||
    65 ||[[Image(https://lh5.googleusercontent.com/-C5gscKEDdFE/UlFk7HBwyWI/AAAAAAAADOc/GDGV1dNewMQ/s180-no/panel2nrmweb.png, 180px, align=center, title="Normal Texture")]]||'''BC5/ATI2'''||[[Image(https://lh5.googleusercontent.com/-hUCORLiBwyA/UlFg21aOBuI/AAAAAAAADN8/nBIWzVyQ8WU/s257-no/tex_dif2.gif, 180px, align=center, title="Without normal texture")]]||[[Image(https://lh3.googleusercontent.com/-Ed7XSAZSgmk/UlFnGgwyh3I/AAAAAAAADO0/UbZX0OM2ij0/s180-no/tex_nrm1.jpg, 180px, align=center, title="With normal texture")]][[Image(https://lh5.googleusercontent.com/-3kHTj7j_4Ls/UlFnLFDsSZI/AAAAAAAADO8/QYsX5OvmEhk/s236-no/tex_nrm1.gif, 180px, align=center, title="With normal texture")]]||[[Image(https://lh3.googleusercontent.com/-Ljhku951cJ0/UlFpQDpVkbI/AAAAAAAADPY/AhOo53gdc0o/w666-h667-no/tex_nrm2.jpg, 180px, align=center, title="With normal + diffuse texture")]][[Image(https://lh5.googleusercontent.com/-PaqzSJIlesk/UlFpNsVnS7I/AAAAAAAADPQ/tYnBZm5CSnM/s190-no/tex_nrm2.gif, 180px, align=center, title="With normal + diffuse texture")]]||
    66 
    67  
    68 === tex_env ===
    69 The env texture controls the reflectance. The darker the input, the more reflective the material will be. So this texture could also be called roughness-map and can be used for simulating rust on metalic surfaces. The following examples were using a diffuse channel of {{{"diffuse" : "1.0,1.0,1.0,1.0"}}} and {{{"m" : 1.0}}}. The m value multiplies the strength of the env texture.
    70 
    71 ||=tex_env=||=Format=||=Ax = 0.0=||=Ax = 0.5=||=Ax = 1.0=||
    72 ||[[Image(https://lh6.googleusercontent.com/-9DGrnVJhiSM/UlFVxCvTI3I/AAAAAAAADMg/cYxXyAVbwJ0/s832-no/env.png, 180px, align=center, title="Ax = 0.0")]]||'''BC4/ATI1'''||[[Image(https://lh5.googleusercontent.com/-G_Bb2vLayAo/UlFVJwjJYLI/AAAAAAAADMY/xMu-REgIipk/s331-no/env00.gif, 180px, align=center, title="Ax = 0.0")]]||[[Image(https://lh5.googleusercontent.com/-v6tC9Q9F3BQ/UlFVJ3UKhXI/AAAAAAAADMU/k90txDucQPE/s248-no/env05.gif, 180px, align=center, title="Ax = 0.5")]]||[[Image(https://lh6.googleusercontent.com/-jGPvjnunYUU/UlFYYEmi4BI/AAAAAAAADM4/wkl5W2iXTe0/s231-no/env10.gif, 180px, align=center, title="Ax = 1.0")]]||
    73 
    74 === tex_reflectance ===
    75 The reflectance texture can be used to control the reflectance of a material. But unlike the env texture brighter values make the material more reflective than darker ones. The following examples were using a diffuse channel of {{{"diffuse" : "1.0,1.0,1.0,1.0"}}} and {{{"Ax" : 1.0}}}. The m value multiplies the strength of the env texture.
    76 
    77 ||=tex_reflectance=||=Format=||=m = 0.01=||=m = 0.5=||=m = 1.0=||
    78 ||[[Image(https://lh6.googleusercontent.com/-HC6Nrrld4Fo/UlF5rE0TZrI/AAAAAAAADQM/eiXzvCS4v5I/s180-no/refweb.png, 180px, align=center, title="Reflectance texture")]]||'''BC4/ATI1'''||[[Image(https://lh4.googleusercontent.com/-yclybq018j8/UlF5q6vCjhI/AAAAAAAADQI/4gi3wIkWcYM/s335-no/tex_ref001.gif, 180px, align=center, title="Reflectance texture m = 0.01")]]||[[Image(https://lh3.googleusercontent.com/-q0Z73mRoXrg/UlF5qmVth_I/AAAAAAAADQE/lvZ2OvylIig/s255-no/tex_ref05.gif, 180px, align=center, title="Reflectance texture m = 0.5")]]||[[Image(https://lh5.googleusercontent.com/-ZdW9o571qgw/UlF5qr4VhWI/AAAAAAAADP8/p6wKquK786E/s220-no/tex_ref10.gif, 180px, align=center, title="Reflectance texture m = 1.0")]]||
    79 
    8039
    8140See [[material]] for further information
    8241
    83 == References ==
    84  * [=#point1 [1]] [https://docs.google.com/file/d/0B2opjgFY-gdiaHRBX2JfQjhWTms/edit?usp=sharing matsphere.necro.otx]