This is a basic material with a checked color map used as the surface color. This material has a choice of specular functions and a map for the specular contribution.
Parameters
Surface
Ambient Intensity
A multiplier for the ambient contribution to the material. The ambient lighting model only looks at the ambient lights in the scene. If there are no ambient light, this slider will have no affect.
Lambert Intensity
A multiplier for the diffuse contribution to the material.
Use Base Color
If this box is not checked, the Base Color is ignored. Defaults to on. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white.
Base Color
This is the main surface color for the material. Defaults to white.
Use Point Color
If this box is checked and the point color, (Cd
), is defined, then Cd
is multiplied with the Base Color. Defaults to on. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white.
Opacity
The opacity color for this material.
Use Point Alpha
If set, the Alpha attributes will be multiplied into the final Opacity. If no Alpha Attribute exists, Opacity is unaffected.
Color Map
Use Color Map
If this box is checked the Base Color is multiplied by the specified texture map. Defaults to off. If Use Base Color, Use Point Color and Use Color Map are all off, the surface color will be white.
Check Frequency
This is the number of times to tile (repeat) the map specified below.
Base Color Map
This the name of the texture file. It defaults to gBWCheck.rat. This is a 2 by 2 black and white checked map. The icon to the right opens a file browser.
Color Map Wrap
Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. The options are:
-
Repeat means the texture will repeat (tile).
-
Streak means the texture color at the edges is clamped and streaks outside the map.
-
Decal sets the color outside the texture map to the Border Color. See texture for more information.
Color Map Filter
Type of anti-aliasing filter used. See texture for more information.
Color Map Width
Filter Width is the number of pixels, in both u and v directions, to use in filtering. See texture for more information.
Color Map Border
The color used outside the map if Decal Wrap is selected. See texture for more information.
Specular
Specular Intensity
A multiplier for the specular contribution to the material.
Specular Color
The specular highlight color, defaults to white.
U Roughness
This value controls the size or spread of the specular highlight. When Anisotropic is selected, this value controls the specular highlight only in the U direction.
V Roughness
When Anisotropic is selected, this value controls the specular highlight only in the V direction. It is ignored with any other specular function.
Specular Type
A selector for the specular function. Anisotropic is used to get an elliptical highlight. Glossy is typically used for highly reflective materials to get a sharp edges highlight. See specular for more information.
Specular Map
Use Specular Map
If this box is checked, the specular color is multiplied by the color of the texture in Specular Map. Defaults to off.
Specular Map
This the name of the texture file. The icon to the right opens a file browser.
Spec Map Wrap
Determines what the texture looks like when the texture coordinates are larger or less than 0 to 1. The options are:
-
Repeat means the texture will repeat (tile).
-
Streak means the texture color at the edges is clamped and streaks outside the map.
-
Decal sets the color outside the texture map to the Border Color. See texture for more information.
Spec Map Filter
Type of anti-aliasing filter used. See texture for more information.
Spec Map Width
Filter Width is the number of pixels, in both u and v directions, to use in filtering. See texture for more information.
Spec Map Border
The color used outside the map if Decal Wrap is selected. See texture for more information.
See also |