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Overview

The Illum Shader is the most commonly used shader. It can be used to create an extremely wide variety of effects. If there is no specific shader for the type of effect you are trying to achieve, use the Illum Shader.

Shader Parameters

Parameter

Description

Shader Gen Option

Emittance Map Gamma

Expands the lower range of emittance texture and allows darker colors to be interpreted as even less bright. This can be necessary to make a strongly emissive surface/object like a flame appear smooth. (1.0: Original range, 2.0: Maximum range)

Default

Blend Factor

Controls the visibility of the blended layer.

To use this parameter, you must enable Blendlayer in the Shader Generation Parameters.

Blend Layer

Blend Falloff

Controlsblendingfalloff.

To use this parameter, you must enable Blendlayer in the Shader Generation Parameters.

Blend Layer

Blend Layer 2 Spec

Controls specular intensity of the second blend layer.

To use this parameter, you must enable Blendlayer in the Shader Generation Parameters.

Blend Layer

Blend Layer 2 Tiling

Controls tiling of the second blend layer.

To use this parameter, you must enable Blendlayer in the Shader Generation Parameters.

Blend Layer

Blend Mask Tiling

Controls tiling of the blend mask.

To use this parameter, you must enable Blendlayer in the Shader Generation Parameters.

Blend Layer

Decal Alpha Falloff

Pow applied to decal alpha.

Decal

Decal Alpha Multiplier

Multiplier applied to decal alpha.

Decal

Decal Diffuse Opacity

Opacity multiplier for fading out decal diffuse color.

Decal

Detail Bump Scale

Sets detail bump scale.

To use this parameter, you must enable Detail Mapping in the Shader Generation Parameters.

Detail Mapping

Detail Diffuse Scale

Sets diffuse detail blend scale.

To use this parameter, you must enable Detail Mapping in the Shader Generation Parameters.

Detail Mapping

Detail Gloss Scale

Sets gloss detail blend scale.

To use this parameter, you must enable Detail Mapping in the Shader Generation Parameters.

Detail Mapping

Height Bias

Controls the height bias.

To use this parameter, you must enable Parallax Occlusion Mapping in the Shader Generation Parameters. See Parallax Occlusion Mapping for more information.

OBM/POM/SilPOM

Indirect Bounce Color

Modulates the bounced light from Global Illumination.


Left: Default 136,136,136 setting. Right: 0,255,0 setting. Both exaggerated.

Default (Global Illumination)

OBM Displacement

Controls the amount of displacement for offset bump mapping (OBM).

To use this parameter, you must enable Offset bump mapping in the Shader Generation Parameters.

Offset bump mapping

POM Displacement

Controls the amount of displacement for parallax occlusion mapping (POM).

To use this parameter, you must enable Parallax Occlusion Mapping in the Shader Generation Parameters.

See Parallax Occlusion Mapping for more information.

Parallax Occlusion Mapping

Self Shadow Strength

Allows movable objects, such as interactive objects or game characters, to cast shadows on themselves and each other. To use this parameter, you must enable Parallax occlusion mapping in the Shader Generation Parameters. See Parallax Occlusion Mapping for more information.

Parallax Occlusion Mapping

SSS Index

Subsurface Scattering Index. Integer and Fractal usage are applicable. 0 to disable.
0.01 - 0.99 for Marble. 1.00 - 1.99 for Skin. 3-4 are reserved for future use.


Left: SSS disabled value of 0. Right: SSS value at 0.99 to simulate Marble scattering.

Default

Shader Generation Parameters

Parameter

Description

Detail mapping

Add micro and macro details to the material surface.
See Detail Mapping - Shader Generation Params for more information.

Offset bump mapping

Enables offset bump mapping. This option requires a heightmap, which you can select for the Normal Map option under the Texture Maps heading.

Vertex Colors

Allows the use of fake ambient occlusion by using vertex colors or adds a bit more depth and contrast to the 3D model.
Vertex colors have to be added to the geometry in the 3D modeling software.

Decal

Activate this function if you use a Decal. Decal planes are normally placed very close to other geometry.
By activating a decal, you can avoid typical problems like flickering and z-fighting when faces are close to each other.
The decal position will be adjusted and the render priority changed. For more information please see Decals.

Parallax occlusion mapping

Enables parallax occlusion mapping. This option requires a heightmap, which you can select for the Normal Map option under the Texture Maps heading. See Parallax Occlusion Mapping for more information.

Displacement mapping

Enables displacement mapping. This option requires a heightmap, which you can select for the Normal Map option under the Texture Maps heading.

Phong tessellation

Enables the rough approximation of smooth surface subdivision.

PN triangles tessellation

Enables the rough approximation of smooth surface subdivision.

Blendlayer

Enables the blending of the normal-mapped diffuse layer on top of the base material.

DetailMap mask in Diffuse alpha

Allow the artist to use the alpha channel in RGBA texture map to mask the decal.

Silhouette POM

Enables parallax occlusion mapping with silhouettes. This option requires a heightmap, which you can select for the Normal Map option under the Texture Maps heading.


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