The Material Editor has basic material parameters that are common to all materials, as well as shader parameters that can be adjusted if shaders are enabled.
Please see Tutorial - Getting Started with the Material Editor to learn more about the basic of the Material Editor.
|Template Material||This function is deprecated and may not work as expected.|
|Shader||Here you can select the shader you want to use. Generally you use illum/vegetation/glass shader. For more information on shaders, see Shader Reference***.|
You can select a surface type for your material here. The surface type sets up what kind of sound will be played or what kind of particle effects will be spawned when you shoot the object.
For an old wooden table you would choose something like "wood", or you could even create your own custom surface type through the Material Effects system.
This can be applied to any object and will result in the associated particles, decals and sounds being played on that object, so yes, you can make a rock bleed!
These settings are important if using alpha channels for transparency, for example when creating leaves and wire fences.
With the opacity value you can switch between Alpha Blend and Alpha Test.
Opacity value: 0-99 -> alpha blend. Opacity value: 100 -> alpha test.
With alpha blend you can get very soft and semi transparent results, but it is more expensive than alpha test.
If you want to use alpha test, which is less expensive, set the opacity value to 100 and the AlphaTest value to 50.
50 is the default value. A value below 50 tends more to the white color of the alpha map. A value above 50 tends more to the black color of the alpha map.
|Default alpha test = 50||Alpha test = 10||Alpha test = 90|
When using a semi-transparent material like glass, use the additive function. The material color will be added to the background color. The resulting color will the be brighter.
This section controls the material color and specular settings.
Controls the material diffuse color by double clicking the color square. The default RGB value is 255,255,255 and should usually be left at 255,255,255 for Physically Based Shading (PBS).
Choose the color on the left side by clicking the desired color.
|To get the best quality rendering, it is recommended to always use 255,255,255 diffuse with no color input and adjust the diffuse texture accordingly.|
Using the slider next to the color you can control the brightness. You can also type in the RGB code in the fields underneath the color spectrum. There is also a color swatch available in the Standard tab.
The specular color is the reflective or shiny component of a material when light shines onto the object. To correctly set up PBS materials please see the documentation for Physically Based Shading (PBS).
Specific metals reflect a certain color, e.g.: Gold = 255,219,145, Silver = 250,247,242, Copper = 250,209,194 (see the lookup table at the bottom of the Texture and Material Setup for PBS page). All other non-metals should be within the sRGB color range of 40,40,40 -> 60,60,60. They should never be above 80,80,80!
As long as you adhere to the PBS specular color guidelines, your materials should look 'physically plausible' no matter what the lighting conditions are (in images below, you'll see gold, silver and copper in different lighting conditions):
From left to right and top to bottom: midday, evening, night, neutral
|Smoothness||The smoothness defines how rough or glossy a surface is. To correctly set up PBS materials please see the documentation for Physically Based Shading (PBS).|
Think of it as defining the micro details on a surface, where the normal map defines the macro details. The smoothness map is stored inside the Alpha channel of the normal map (saved with the postfix _ddna). The higher the value you enter for the Smoothness, the tighter the specular highlight will be.
In the following picture, from Left to right, we are decreasing the Smoothness value.
- (Left: Smoothness = 255, very smooth surface, highly reflective, tight specular highlight)
- (Right: Smoothness = 0, very rough surface, no reflection, wide specular highlight)
|Emissive Intensity (kcd/m2)|
The Emissive Intensity defines how much light gets emitted from the surface (previously known as 'glow'). The intensity is specified in kilonits (same as kcd/m2) which is the physical unit for Luminance. A candle flame has a typical Emissive Intensity of 10 kcd/m2.
|Please note that for surfaces, emittance is only supported by the Illum shader and is ignored by the Vegetation and HumanSkin shaders.|
|Emissive Color||The Emissive Color defines the color of the emitted light ("glow") when the Emissive Intensity is not zero. In case an emittance map is used, the emissive color gets multiplied with the emittance map color.|
|Allow layer activation||Enabling this feature will load the material while the layer is loaded. When the layer is not loaded, the material will not be loaded either. For performance reasons, it is recommended to turn this on at all times.|
|2 sided||Both sides of the face the material is assigned to will be rendered by the engine. You normally use this for objects with alpha channels like leaves which have no thickness.|
|No shadow||Faces the material is assigned to will not cast a shadow.|
|Hide After Breaking||This will make a subset disappear when the object it's attached to breaks procedurally. An example is a liana that disappears when the palm tree it hangs from breaks.|
|Blend Terrain Color||Color information is tinted based on the terrain color. For example, Grass inherits terrain albedo in a use case.|
|Traceable Texture||Material will be applied to Ray Traceable decals and will use an alpha map to verify the texture.|
|Voxel Coverage||Allows you to control voxel opacity for SVOTI integration.|
|Heat Amount||Applies heat to the object to be used in conjunction with the thermal vision effect (r_NightVision=3).|
|Link to Material||Deprecated|
In the material editor are different slots for texture maps. With texture maps, users can control different shader effects.
To add a texture to the material slot, click the "..." button on the right side or copy and paste the texture path into an empty slot.
The Texture Map slot layout is fairly straightforward: the left column displays which type of texture map the slot is associated with, the middle column is where the texture map file is place and on the right there are three buttons:
Opens the file browser dialog to select a texture.
Opens the current texture's associated *.psd file in Photoshop (requires defining Texture Editor in Preferences).
Opens the current texture's *.tif file (if available) in Photoshop (requires defining Texture Editor in Preferences).
Hovering over the name of the Diffuse texture gives you a preview of that texture.
The table below shows the textures available for the Illum shader. Some texture maps will only be available when certain materials or textures are selected, or upon activation of Shader Generation Parameters.
|Diffuse Map||_diff||RGBA||Defines the albedo color of the surface. Can also contain monochrome Alpha channel to describe alpha transparency.|
|Bumpmap||_ddna||RGBA||Special version of Normal maps. Additionally uses monochrome Alpha Channel (aka Gloss Map) to describe the Surface's Smoothness inside the Physical Based Rendering System.|
|Specular (Reflectance map)||_spec|| ||The texture representing the specular intensity and color of material highlights defined as the "shininess" and color of specular reflections.|
|Environment Map||_cm||RGBA||Can be defined custom through slot input or can inherited from the "nearest cubemap."|
|Detail Map||_detail|| ||The texture allowing you to add more details to surfaces. It works like the second material layer and it is not affected by the mapping of the model it is used for.|
|Heightmap||_displ|| ||The texture which is utilized by POM/OBM/Tessellation to give more depth and definition to an object.|
|Dirt Map||_diff||RGBA||A decal that houses an alpha for laying over grime or moss on objects.|
|Custom||_sss||RGBA||The custom slot is generally used to expose common parameters such as SSS or opacity for opaque materials.|
|Emittance Map||_em|| ||The Emittance map is used to control what portion of the texture will be set to glow or emit. |
All of these Texture Maps have the following options when they're expanded:
|Tex Type||Lets you select the following texture types:|
- Dynamic 2D map
- From User Params
- Nearest cube-map probe for alpha blended
|Filter||These options are deprecated.|
|Is Projected Tex Gen|| |
|Tex Gen Type|
Lets you select the following options:
Lets you select the following options:
- Is TileU
- Is TileV
- TileU & TileV - You can tile your texture for the U and V axis separately by using the arrow button, the slider, or the text field.
Note that you currently cannot tile normal or specular maps independently of the diffuse map. This is because of material instancing which saves many draw calls.
|Texture tiling 1, 1||Texture tiling 5, 5||Texture tiling 1, 3|
- OffsetU & OffsetV - You can move the texture on the model in U and V direction separately. In the example below, the texture is moved 1.32 in U and 2.17 in V direction:
- RotateU, RotateV & RotateW - You can rotate the texture on a model in U and V direction separately. In the example below, the texture is rotated about 45 degree into U and V direction:
With the rotator you are able to create a rotating/shifting texture animation. Choose between three different types of rotation by clicking the option box.
- Constant Rotation - Rotation is constant, rotating/shifting in one direction and back:
- Fixed Rotation - Static rotation with no animation. Similar to the rotation function of the tiling menu.
- No Change - Rotator is deactivated.
- Oscillated Rotation - Rotation oscillates from the minimum, to the maximum, and back:
- Rate - Defines the number of complete rotation cycles per unit of time. Or in the case of oscillating rotation, defines the rate of change of direction.
- Phase - The phase of an oscillation or wave is the fraction of a complete cycle corresponding to an offset in the displacement from a specified reference point in time t = 0.
- Amplitude - Defines the maximum value of an oscillation/wave.
- CenterU and CenterV - Centers the texture on the model in U and V direction separately.
Like the rotator, the oscillator animates a texture.
- Constant Moving - Texture shifts endlessly in the adjusted direction:
- Fixed Moving - Fixed moving is a static oscillation with no animation.
- Jitter Moving - Texture shifts endlessly in the adjusted direction with jittering added. Has a stroboscope effect:
- No Change - Oscillator is deactivated.
- Pan Moving - Texture shifts in the adjusted direction until the maximum amplitude is reached and back until the minimum amplitude is reached. Comparable to a pendulum movement:
- Stretch Moving - Similar to pen moving, but different in that the texture is stretched and not shifted to the adjusted direction until the maximum amplitude is reached and back until the minimum amplitude is reached:
- Stretch-Repeat Moving - Similar to stretch moving with the difference that the texture stretching restarts at 0 when the maximum amplitude is reached:
- TypeV - See TypeU
- RateU & RateV
- PhaseU & PhaseV
- AmplitudeU & AmplitudeV
The rotator and oscillator functions are only available for diffuse and decal textures because of technical limitations.
You can create many interesting effects like animated glow by using the decal slot:
A complete list of shader params will be added to the documentation soon.
Shader Generation Params
See this page (and subpages).
The Vertex Deformation function offers the opportunity to influence geometry.
A complete list of the Vertex Deformation params will be added to the documentation soon.
|The presets are a legacy feature and no longer supported.|