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Material Overview

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This topic contains 2 replies, has 1 voice, and was last updated by  admin 1 year, 11 months ago.

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  • #364

    admin
    Keymaster

    The basic Material class in ISE applies to one or many scene objects. Scenes will automatically group objects by a Material (sorted by transparency required or not), such that multiple objects of the same material are rendered in sequence.

    A Material thus comprises of some basic properties, like Cull Face, Shininess, MaxShininess, use Light Colours etc.. (more details below)

    On top of that a Textured Material renders Layers of Components (see Material Components for more details on the available Components).

    • This topic was modified 1 year, 11 months ago by  admin.
  • #365

    admin
    Keymaster

    Common Material Properties:

    Lit: Whether the Material receives Light or not.

    Cull Face: Whether geometry rendered with this material has faces culled.

    Blended: Whether the Material renders geometry as-is, or Blended with the background.

    Depth Affecting: This Material renders geometry that writes to the depth buffer.

    Depth Affected: This material renders geometry that is clipped by the depth buffer.

    Alpha Test: This material renders geometry with Alpha testing, where colour with Alpha =0 will not be written.

    DepthFunction: Determines the type of depth comparison.

    Face style: Solid or wireframe face rendering. Deprecated.

    FaceType: Render only Front-facing, back-facing or both geometry. This physically clips geometry from being rendered.

    NormalType. Regular normals, or inverted normals.

    • This reply was modified 1 year, 11 months ago by  admin.
  • #366

    admin
    Keymaster

    Coloured Material Properties:

    Ambient: Background colour on the geometry. Multiplied with Light.Ambient, if LightColours = true;

    Diffuse: Light-affected colour on the geometry. Multiplied with Light.Diffuse, if LightColours = true; If the object is unlit, this colur will be the rendered colour of the object, and ambient & specular will be ignored.

    Specular: Light-affected highlight colour on the geometry. Multiplied with Light.Specular, if LightColours = true; If the object is unlit, this colour will be the rendered colour of the object, and ambient & specular will be ignored.

    Emission: An additive colour added on top of (ambient + diffuse + specular), used for glowing highlights and pseudo-lit areas.

    Note on Alpha

    As the four main colour Components are Additive, Alpha will also be added up, so if Emission.Alpha =1, Diffuse.Alpha =1, Specular.ALpha =1 and Ambient.Alpha =1, then the resultant Alpha value is 4 (which is then clipped between 0..1).

    Shininess: The Specular Glossiness of the material. If any Texture is assigned to the SpecularGloss component, then this Shininess is the minimum shininess used.

    MaxShininess: the maximum glossiness to use, if any texture is assigned to the speculargloss component.

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