mesh_reflection_2d_base
A mesh_reflection_2d_base material is used for flat meshes, dynamic meshes and skinned meshes with 2D reflections. If you need to create reflections on complex or curved surfaces, use a mesh_reflection_cube_base material.
States
In the States tab you can set rendering passes and available options. Enabling some of the states activates additional textures and parameters in the Textures and Parameters tabs respectively.
For this material states divide into 3 groups: Passes, Options and Reflection.
Possible values for an Ambient pass:
GUI name | XML name | Description |
---|---|---|
Skip | none | Material is not rendered. |
Opacity | opacity | Material diffuse colors are blended with the ambient color. |
Transparent | transparent | Material diffuse colors are not modulated by the ambient color. |
LightMap | lightmap | Material is rendered lit by a light map. Material diffuse colors are multiplied by the light map and the ambient color. To create and automatically set a light map for an object, a Lightmap Generation Tool can be used. |
Possible values for a Light omni, Light proj and Light world passes:
GUI name | XML name | Description |
---|---|---|
Skip | none | Material is not rendered. |
Phong rim | phong-rim | Material is rendered with a Phong rim shading (by default) or simple Phong shading* |
Anisotropy | anisotropy | Material is rendered with anisotropic shading. This shader creates surfaces with elliptical (anisotropic) specular highlights (for example, reflections from the brushed metal). |
* The shading to be used depends on the Phong rim option (or a render_use_phong_rim console command value).
Possible values for all the other passes:
GUI name | XML name | Description |
---|---|---|
Skip | none | Material is not rendered during the pass. |
Default | default | Material is rendered during the pass. |
Possible values for a Detail option:
GUI name | XML name | Description |
---|---|---|
Skip | disabled | A material is not rendered. |
Overlay first | overlay_0 | Material is rendered in the Overlay mode: detail textures are blended with the base ones according to the first UV coordinates. The formula is: A + (B - 0.5) * k, For example, if Alpha test option for material is disabled, k = base Alpha * detail Alpha. |
Overlay second | overlay_1 | Material is rendered in the Overlay mode: detail textures are blended with the base ones according to the second UV coordinates. |
Multiply first | multiply_0 |
Material is rendered in the Multiply mode: detail textures are blended with the base ones according to the first UV coordinates. The formula is: mix(A,A * B,k), |
Multiply second | multiply_1 | Material is rendered in the Multiply mode: detail textures are blended with the base ones according to the second UV coordinates. |
All the other options can be either enabled or disabled by ticking the respective boxes.
Possible values for an Map size reflection parameter:
GUI name | XML name | Description |
---|---|---|
128 | 128 | A size of the reflection image is 128 pixels. |
256 | 256 | A size of the reflection image is 256 pixels. |
512 | 512 | A size of the reflection image is 512 pixels. |
1024 | 1024 | A size of the reflection image is 1024 pixels. |
2048 | 2048 | A size of the reflection image is 2048 pixels. |
quart_height | quart_height | A size of the reflection image is a quart of the height value. |
half_height | half_height | A size of the reflection image is a half of the height value. |
height | height | A size of the reflection image is equal to the height value. |
Possible values for an Filter reflection parameter:
GUI name | XML name | Description |
---|---|---|
Skip | disabled | Reflection image is not filtered. |
One pass | 1x | Reflection image is filtered during the one pass. |
Two passes | 2x | Reflection image is filtered during two passes. |
Three passes | 3x | Reflection image is filtered during three passes. |
Four passes | 4x | Reflection image is filtered during four passes. |
All the other reflection options can be either enabled or disabled by ticking the respective boxes.
The states available for this kind of materials are listed below.
Passes
Passes specify during which rendering pass the material should be rendered. They are modified in the Passes field of the States tab.
GUI name | XML name | Description |
---|---|---|
Deferred | deferred | Deferred rendering pass. Specifies if the material should be rendered during the deferred pass. For the transparent surfaces see also a Post deferred option. |
Auxiliary | auxiliary | Auxiliary rendering pass. Specifies if the material should be rendered into the auxiliary buffer to create a custom post-process. |
Refraction | refraction | Specifies if the material should be rendered during the refraction pass. For transparent surfaces see also Post refraction option. |
Velocity | velocity | Specifies if the material should be rendered in the velocity buffer to create motion blur for moving objects, i.e. physical objects. It makes no sense to write static objects into this buffer as they do not have their own velocity. |
Ambient | ambient | Ambient rendering pass. Specifies, how the material should be rendered during the Ambient light pass for the opaque objects. The actual opacity or transparency of the material depends solely on the set blending options. |
Light prob | light_prob | Probe lights rendering pass. Specifies, if the material should be rendered illuminated by the Probe light sources during the light and shadows rendering passes. |
Light spot | light_spot | Spot lights rendering pass. Specifies, if the material should be rendered illuminated by the Spot light sources during the light and shadows rendering passes. |
Light omni | light_omni | Omni-directional lights rendering pass. Specifies, if the material should be rendered illuminated by the Omni light sources during the light and shadows rendering passes. |
Light proj | light_proj | Projected lights rendering pass. Specifies, if the material should be rendered illuminated by the Projected light sources during the light and shadows rendering passes. |
Light world | light_world | World lights rendering pass. Specifies, if the material should be rendered illuminated by the World light sources during the light and shadows rendering passes. |
Options
The following options are set in the Options field of the States tab.
GUI name | XML name | Description |
---|---|---|
Detail | detail | Specifies if additional detail textures with the specified UV channel will be provided for the material. Such textures allow to render unique details (such as dirt or worn spots). |
Parallax mapping | parallax | Specifies if an additional height texture will be provided for the material and a parallax mapping technique will be applied to it. |
Ambient emission | emission | Specifies if a light emission (glow) should be simulated for the material and an additional emission texture will be simulated for the material. |
Shadow shafts | volumetric | Specifies if volumetric shadows from world lights will be rendered from surfaces with the applied material. |
Reflection
The following reflection options are set in the Reflection field of the States tab.
GUI name | XML name | Description |
---|---|---|
Dynamical | reflection_dynamic | Specifies if the reflection is dynamic. Disabling this parameter specifies that the static reflection texture will be added. |
Map size | reflection_size | Specifies the size of the reflection in pixels. |
Filter | reflection_filter | Specifies the amount of rendering passes for the post-process filter. |
Shared | reflection_shared | Specifies if the reflection will be shared with all the nodes across nodes hierarchy. |
Shadow | reflection_shadow | Specifies if shadows will be rendered in the reflection. |
TwoSided | reflection_two_sided | Specifies if the reflection is two-sided. |
Textures
The textures available for meshes are listed below.
Base Textures
Base textures are loaded and modified in the Base field of the Textures tab.
GUI name | XML name | Description | Channels |
---|---|---|---|
Diffuse | diffuse | Diffuse map. A texture to define a surface's main color. |
RGBA:
An alpha (A) value will store transparency values if an Alpha test option is enabled. Otherwise it will store a detail mask. |
Normal | normal | Normal map. A texture to store information about a surface's normals deviation. |
RG:
|
Specular | specular | Specular map. A texture to define a surface's shininess and highlight color. |
RGBA:
|
Detail Textures
Detail textures are present if Detail option on the States tab is enabled and can be loaded and modified in the Detail field of the Textures tab.
GUI name | XML name | Description | Channels |
---|---|---|---|
Diffuse | diffuse_detail | Diffuse map. A texture to define a surface's main color. |
RGBA:
An alpha (A) value will store transparency values if an Alpha test option is enabled. Otherwise it will store a detail mask. |
Normal | normal_detail | Normal map. A texture to store information about a surface's normals deviation. |
RG:
|
Specular | specular_detail | Specular map. A texture to define a surface's shininess and highlight color. |
RGBA:
|
Additional Textures
Additional parallax and emission textures are present only if an Ambient emission and Parallax mapping options are enabled and are modified in the Additional field of the Textures tab.
GUI name | XML name | Description | Channels |
---|---|---|---|
Parallax | parallax | Parallax map. A height texture for per-pixel parallax displacement. | R value stores height data (white areas correspond to the neutral value, such pixels are not displaced; black areas correspond to pixels that will be depressed farthest away). |
Emission | emission | Emission map. A texture to store information about the light emission. | RGBA:
|
Ambient | ambient | Ambient map. A texture to modulate the global environment illumination (when an object is lighter at the top from sky above, darker at the bottom from the ground below etc). The texture takes effect only if the scene environment texture is loaded. |
RGBA:
Second UV map channel. |
LightMap Textures
Light map texture is present if a LightMap option is selected to be used during an Ambient pass. The texture can be loaded and modified in the LightMap field of the Textures tab.
GUI name | XML name | Description | Channels |
---|---|---|---|
Lightmap | lightmap | Light map. A texture to store lighting information. |
RGB:
Second UV map channel. |
Reflection Textures
Reflection static texture is present if a Dynamic option is in the Reflection field of the States tab is disabled. The texture can be loaded and modified in the LightMap field of the Textures tab.
GUI name | XML name | Description | Channels |
---|---|---|---|
Static | reflection | Static reflection mask. A texture to store reflection information. | RGB values store a reflection mask of the specified value. |
Parameters
In the Parameters tab you can set or modify base and additional parameters.
Parameters of different types are set in different ways:
- expression - vector values can be set either in the field near the parameter or in the dialog window opened when double clicking this field
- slider - the value can be set either by smoothly moving the slider of the scroll box or manually in the box near the parameter (if required, the value bigger than maximum one for the slider can be set)
- color - the color can be chosen in the dialog window, activated after double clicking the color field
The parameters available for this kind of materials are listed below.
Transform Parameters
Texture transformation parameters are modified in the Transform field of the Parameters tab. Detail materials transformation parameters are present only if the Detail option is enabled.
GUI name | XML name | Type | Description |
---|---|---|---|
Base | base_transform | expression | Base texture coordinates transformation. A vector of the four float components, consisting of two pairs of vector elements:
|
Detail | detail_transform | expression | Detail texture native coordinates transformation. A vector of the four float components, consisting of two pairs of vector elements:
|
Auxiliary Parameters
Auxiliary color parameter is present only if an Auxiliary pass is set as a Default. The parameter is modified in the Auxiliary field of the Parameters tab.
GUI name | XML name | Type | Description |
---|---|---|---|
Auxiliary | auxiliary_color | color | A color picker to choose an auxiliary color for the Auxiliary rendering pass. |
Detail Parameters
Detail parameters are activated only if the a Detail option in the Options tab is enabled and a detail material is created.
Detail material parameters are modified in the Detail field of the Parameters tab.
The detail material has the following parameters:
GUI name | XML name | Type | Description |
---|---|---|---|
Diffuse | detail_diffuse | slider |
A coefficient to modify the visibility of the detail diffuse map:
|
Normal | detail_normal | slider | A coefficient to modify the visibility of the detail normal map. |
Specular | detail_specular | slider | A coefficient to modify the visibility of the detail specular map. |
Ambient Parameters
Ambient parameter is modified in the Ambient field of the Parameters tab.
GUI name | XML name | Type | Description |
---|---|---|---|
Environment | environment_scale | slider | Environment lighting scale. A coefficient to scale how much the global environment texture illuminates the surface. The higher the value, the more the colors will be corrected (lightened or darkened) according to the environment component. |
Lightmap Parameters
Light map parameter is present only if an LightMap option is set during the Ambient Emission rendering pass. The parameter is modified in the Lightmap field of the Parameters tab.
GUI name | XML name | Type | Description |
---|---|---|---|
Scale | lightmap_scale | slider | A coefficient to scale the intensity of illumination by the light map. By the value of 0 the light map does not illuminate the surface with this material applied. The higher the value, the more visible and the brighter a light map is. |
Parallax Parameters
Parallax height parameter is present only if an Parallax mapping option is enabled and is modified in the Parallax field of the Parameters tab.
GUI name | XML name | Type | Description |
---|---|---|---|
Height | parallax_scale | slider | A coefficient to scale a parallax height map offset. The higher the value, the bigger a height map offset is. |
Emission Parameters
Emission parameters are present only if an Ambient emission option is enabled and are modified in the Emission field of the Parameters tab.
GUI name | XML name | Type | Description |
---|---|---|---|
Color | emission_color | color |
A color picker to choose an ambient emission color for the emission texture. |
Scale | emission_scale | slider | Visibility scale for the emission texture. The higher the value, the more visible emission texture is: light areas will be lighter and brighter. |
Glow | glow_scale | slider |
A coefficient to scale the glow component of the emission texture, which creates a halo around an object surface.
The higher the value, the larger the halo and the brighter the material.
To increase the glow parameter a lot, go to the Render settings -> Postprocess tab -> Glow small parameter to increase the glow throughout in the scene. After that, readjust the glow on the per-material basis. |
Refraction Parameters
Refraction parameters are present only if Refraction pass option set as Default and are modified in the Refraction field of the Parameters tab.
GUI name | XML name | Type | Description |
---|---|---|---|
Scale | refraction_scale | slider | A coefficient to scale the refraction area. By the value of 0 there is no refraction of the light for the material. The higher the positive value, the more distorted the image behind the refracting material is. Negative values invert the direction of distortion: the lower the negative value, the bigger a distortion is. |
Power | refraction_power | slider | A coefficient to scale the refraction post-processing power. The higher the value, the brighter the reflection is. |
Shading Parameters
Shading parameters are modified in the Shading field of the Parameters tab.
GUI name | XML name | Type | Description |
---|---|---|---|
Diffuse | diffuse_color | color |
A color picker to choose the color of the diffuse map. |
Diffuse | diffuse_scale | slider | A coefficient to scale the brightness of the diffuse map. The higher the value, the brighter the diffuse map is. |
Specular | specular_color | color |
A color picker to choose the color of the specular map. |
Specular | specular_scale | slider | A coefficient to scale the brightness of the specular map reflections. The default value of 1 grants the correct color. The higher the value, the brighter the specular reflections are. |
Glossiness | specular_power | slider |
A coefficient to modify size of the highlight (Phong lighting) of the specular map:
|
Phong rim width | phong_rim_width | slider |
A coefficient to modify the width of an additionally lightened rim of an object, where incident light is perpendicular to surface being lit:
|
Phong rim scale | phong_rim_scale | slider |
A coefficient to scale brightness of the additionally lightened rim at the edges of an object, where incident light is perpendicular to surface being lit:
|
Anisotropy angle | anisotropy_angle | slider |
A coefficient to modify the main angle determining direction of the anisotropy reflective highlight.
The angle in range from 0 to 180 degrees determines a clockwise rotation of the reflective highlight.
This parameter takes effect only if anisotropic shading option is enabled. |
Anisotropy scale | anisotropy_scale | slider |
A coefficient to control the anisotropy strength and thus the shape of the reflective highlight:
This parameter takes effect only if anisotropic shading option is enabled. |
Fresnel bias | fresnel_bias | slider | A coefficient to compensate for the Fresnel effect and set the minimum necessary reflectance level. By the minimum value of 0, there is no compensation for the Fresnel effect. Increasing the value leads to more prominent overall reflections. By the maximum value of 1, reflections are at their maximum and the Fresnel power parameter does not influence the rendered image. |
Fresnel power | fresnel_power | slider |
A coefficient to scale Fresnel effect that defines the amount of reflectance depending on the viewing angle:
|
Reflection Parameters
Reflection parameters are modified in the Reflection field of the Parameters tab. Mask and Plane parameters are activated only when the Dynamical option in the States tab is enabled.
GUI name | XML name | Type | Description |
---|---|---|---|
Mask | reflection_mask | expression | A mask that specifies materials to reflect. Each bit of the value contains a separate mask. |
Plane | reflection_plane | expression | Reflection plane coordinates. A vector of the four float components:
|
Distance | reflection_distance | value | Reflection rendering distance, units. |
Normal | reflection_normal | slider | A coefficient to scale the reflection of the normal map. |
Power | reflection_power | slider | A coefficient to filter the bright spots of reflection. The higher the value, the brighter the spot will be. |
Color | reflection_color | color | A color picker to choose a reflection color. |
Scale | reflection_scale | slider | A coefficient to modify the influence of the reflector normal map's distortion. |