Material Properties

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How It Works

 

Materials are defined for each mesh in the Meshes window.  They determine the way a collection of faces will be lit and textured.

 

Reference

 

The material properties dialog is used to edit the various attributes of a material, such as it's color, opacity and texture map. 

 

materialproperties

 

Ambient - The color of this material as lit by ambient light.

Diffuse - The color of this material as lit by diffuse light (multiplied by a diffuse map if present).

Specular - The color of this material as lit by specular light (multiplied by a specular map if present).

Sharpness  - The focus of the specular highlights on the material.   A lower value creates a softer effect.

Emissive - The color of this material as lit by it's own emissive light (multiplied by an emissive map if present).

Opacity  - The 'solidness' of the material, where 100% is completely opaque, and 0% is completely transparent.

Environment Reflection - How much the environment map is reflected in the material.

Environment Gradient - How much the environment map is reflected depending on the viewing angle and surface angle.

 

materialproperties2

 

Texture Map - lets you specify the diffuse map for the material.  Click Add to import a file from disk.

Opacity Map - lets you specify the opacity map for the material - if used, this must be the same size as the diffuse map.

Bump Map - the given image will be automatically converted into a normal map, using the brightness of pixels to determine height.

Normal Map - the given image is a special normal map (floating point texture) that gives the normal XYZ at each pixel.

Specular Map - the image is used to determine the amount of specular light at each pixel, brighter is more.

Emissive Map - the image color multiplied by the emissive light color to self illuminate each pixel.

 

 

Effects - you can specify your own material FX file here.  See Material FX for details.

 

 

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