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Material Wizard Editor
From Wiki.ludiloom.com
Contents |
Description
This interface is divided into two sections. On the left side, the user can choose the template he wants (as shown on the image). On the right side, the user will be able to change the material with a set of parameters available depending on the template he chose.
- Name - The name by which this material will be accessible.
- Preview - Shows a preview of how this material will look on an representation.
- Preview Tools - Set of tools that allow the user to change the way the preview is displayed.
In order from left to right:- Zoom Bar - Zooms the preview mesh in and out.
- Background - Toggles the checkers background.
- Sphere - Changes the preview mesh displayed in the preview window to a sphere.
- Teapot - Changes the preview mesh displayed in the preview window to a teapot.
- Cube - Changes the preview mesh displayed in the preview window to a cube.
- Refresh - Refreshes the preview window.
- Templates - The list of all available templates (Simple, Normal Mapping, Fresnel and Cel-Shading). Upon selection the interface will change accordingly.
- Options Group List - Shows a list of the different set of options available to this template. Upon selection the right side of the interface will change.
Templates
Simple
- Depth Write - Disable this if you want transparencies correctly rendered. It may cause overlapping. See Depth Write for more details.
- Depth Check - If disabled, the representations with this material will always be rendered even if they should be behind other representations. See Depth Check for more details.
- Alpha Reject - Sets the way this material will use the alpha channel of the texture to totally reject pixels. See Alpha Reject for more details.
- Shading Mode - Sets the shading that will be used by lighting with this material. See Shading for more details.
- Ambient Colour - Sets the ambient colour of this material. See Ambient Colour for more details.
- Specular Colour - Sets the specular colour of this material. See Specular Colour for more details.
- Diffuse Colour - Sets the diffuse colour of this material. See Diffuse Colour for more details.
- Texture - When clicked opens the Library Explorer Interface showing all the available textures on the user media libraries. The selected texture will be the diffuse texture that will be used in the material.
- T - When clicked opens the Library Explorer Interface showing all the available textures on the user media libraries.
- C - Opens a dialog with a list of the existing cameras. Upon selection, the texture will be replaced by the camera's viewport.
- H - Opens a dialog where the user can write an URL. The texture will be replaced by the website it refers to.
- Coordinate Set - Sets the texture coordinate to be used for this material. See Coordinate Set for more details.
- Addressing Mode - Sets the way the selected texture will cover the representations. See Addressing Mode for more details.
- Scale - Sets the size of the texture. The lower the value the more the texture will be repeated. See Scale for more details.
- Scroll - Sets an offset to the texture. See Scroll for more details.
- Rotate - Applies a rotation to the texture. See Rotate for more details.
Normal Mapping
- Receive Shadows - If checked this material can have shadows cast upon them. See Receive Shadows for more details.
- Max Lights - Sets the maximum number of lights of each light type that will affect the representations with this material. See Max Lights for more details.
- Addressing Mode - Sets the way all the textures in the material will cover the representations. See Addressing Mode for more details.
- Scale - Sets the size of all textures in this material. The lower the value the more the textures will be repeated. See Scale for more details.
- Scroll - Sets an offset to all the textures in this material. See Scroll for more details.
- Diffuse Texture - When clicked opens the Library Explorer Interface showing all the available textures on the user media libraries. The selected texture will be the diffuse texture that will be used in the material.
- T - When clicked opens the Library Explorer Interface showing all the available textures on the user media libraries.
- C - Opens a dialog with a list of the existing cameras. Upon selection, the texture will be replaced by the camera's viewport.
- H - Opens a dialog where the user can write an URL. The texture will be replaced by the website it refers to.
- Diffuse Coordinate Set - Sets the diffuse texture coordinate to be used for this material. See Coordinate Set for more details.
- Alpha Reject - Sets the way this material will use the alpha channel of the texture to totally reject pixels. See Alpha Reject for more details.
- Specular Texture - When clicked opens the Library Explorer Interface showing all the available textures on the user media libraries. The selected texture will be the specular texture that will be used in the material.
- Specular Enable - If disabled this material won't reflect specular light.
- Specular Coordinate Set - Sets the specular texture coordinate to be used for this material. See Coordinate Set for more details.
- Shininess - Sets the amount of shininess that the specular component will have. See Specular Lighting for more details.
- Normal Texture - When clicked opens the Library Explorer Interface showing all the available textures on the user media libraries. The selected texture will be the normal texture that will be used in the material.
- Normal Enable - If disabled this material won't have normal mapping.
- Normal Coordinate Set - Sets the normal texture coordinate to be used for this material. See Coordinate Set for more details.
Fresnel water
This template creates the fresnel term based visual effect that is commonly used to simulate water. This material will work better on plane or river representations.
- Noise Texture - When clicked opens the Library Explorer Interface showing all the available textures on the user media libraries. The selected texture will be used to define the amount of noise of the fresnel surface.
- Repeat - Sets the number of times the Noise Texture will be repeated. The higher the value the more the texture will be repeated.
- Scroll Animation - Continuously sets an offset to the texture. See Scroll Animation for more details.
- Noise - The noise vertex perturb affected by scroll and time
- Time - This value, along with the Scroll Animation value affect the speed of the waves.
- Fresnel Bias - Offset for the fresnel term value.
- Fresnel Colour - This colour will be multiplied with the refraction texture only.
- Fresnel Scale - How much reflection you want from the fresnel term.
- Fresnel Noise - Texture based noise intensity
- Fresnel Power - The bigger the number, the less reflective the fresnel is.
- Reflection Surface Offset - Sets the position of the reflection plane. This value should be approximated to the position of the representation that will have this material.
- Refraction Surface Offset - Sets the position of the refraction plane. This value should be approximated to the position of the representation that will have this material.
Notes:
- If you want vertex deformation, make sure you have a well tessellated mesh or plane (number of segments in the Planes Editor)
- The combination between bias end scale must not be higher than 1.
- Fresnel colour, only affects refraction.





