Material Editor 2

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THIS IS PART 2 OF THE MATERIAL EDITOR TUTORIAL. PART 1 CAN BE FOUND HERE: Material Editor

Contents

Texture Maps Section (continued from part 1)

UV Modifier - This is a heading only, click the [+] buttons to expand detailed settings. U,V and W are the dimensions used for texture maps, corresponding to the X,Y, and Z dimensions in the 3D perspective view displayed on the screen. In the simplest case, the U (width) and V (height) in the texture map is displayed as width and height on a rectangular face of an object in the perspective view, in a 1:1 ratio. For more complex models, where a texture map appears on which parts of the model is defined in a UV mapping. This is made as part of the model creation in a 3D program. The settings in this section further adjust how the map appears on the screen.

Value can be set using the slider, or entering a number in the text box. The small up and down triangle will change the value to the next 0.01 increment when clicked.

Tiling - Tiling is how many times the texture repeats within the mapped area, similar to how floor tiles repeat on a floor.
IsTileU - If turned off, the texture will only be shown once in width and not tiled.
IsTileV - If turned off, the texture will only be shown once in height and not tiled.
TileU - The number of times the texture map is repeated horizontally across the mapped area of the object. It defaults to 1. Values from 0.0001 to at least 10000 can be input. Given the limit on texture sizes, only the range of 0.01 to 100 is likely to be of much use. A value of 0 is read as 1.
TileV - Same as TileU except vertically instead of horizontally.
OffsetU - Moves the repeat of the texture map to the left from it's normal position. The useful range is 0 to 1, since other values simply shift the map multiple times with the same result.
OffsetV - Moves the repeats of the texture map up from its normal position. As with the previous setting, the useful range is 0 to 1.
RotateU - Stretches the texture vertically centered on the upper left corner of the texture map by a ratio of tangent(RotateU value in degrees). Since the stretching is in opposite directions around the center point, when combined with RotateV it produces a diagonal stretch. The reason for calling it RotateU is it is the effect of rotating the model about the U axis relative to the texture map.
RotateV - Stretches the texture horizontally centered on the upper left corner of the texture map by a ratio of tangent (RotateV value in degrees).
RotateW - The clockwise angle in degrees the texture is rotated about the upper left corner pivot point. The useful range is 0 to 360. Values above 100 have to be entered as numbers since the slider is limited to 100. The pivot point will shift along with the Offset values above, so values of -0.5 in both offsets will make the texture pivot about the center of the map rather than the corner.
Rotator - This section allows you to make the texture rotate in various ways.
Type - Determines what type of rotation is applied to the texture, and which of the following settings are used.
No Change - Deactivates this section entirely
Fixed Rotation - Static (non moving) rotation similar to RotateU,V, and W above
Constant Rotation - Sets a constant rotation rate according to the settings below
Oscillated Rotation - Sets a rotation that changes direction.

Some of these settings can be mixed together to make more complex motions:

RateU - In oscillated rotation, sets the frequency of vertical stretching at 2Hz * value.
RateV - In oscillated rotation, sets the frequency of horizontal stretching at 2Hz * value.
RateW - In oscillated rotation, sets the frequency of oscillation in Hz (cycles per second).
PhaseU - In fixed rotation, stretches the texture vertically centered on the pivot point of the texture map by a ratio of tangent(PhaseU in degrees)
PhaseV - In fixed rotation, stretches the texture horizontally centered on the pivot point of the texture map by a ratio of tangent(PhaseV in degrees)
PhaseW - In fixed rotation, sets the angle of clockwise rotation about the pivot point in degrees. Useful range is 0 to 360, with increments as small as 0.01 visible.
AmplitudeU - In Oscillated Rotation, sets the angle of apparent rotation in radians in vertical direction.
AmplitudeV - In Oscillated Rotation, sets the angle of apparent rotation in radians in horizontal direction.
AmplitudeW - In Oscillated Rotation, sets the angle of rotation in radians about the pivot point.
CenterU - In fixed rotation, changes the direction of stretch from PhaseU left by the value times the vertical amount. Values from at least 0.001 to 100 can be used.
CenterV - In fixed rotation, changes the direction of stretch from PhaseV down by the value times the horizontal amount. Values from at least 0.001 to 100 can be used.
CenterW -
Oscillator - This section allows you to move the texture in each axis in various ways. U and V motions can be combined for complex two dimensional results.
TypeU - Determines the type of motion in the horizontal direction. The dropdown list has these choices:
No Change - Deactivates this section
Fixed Moving - Shifts the UV map to the left by the value set in RateU.
Constant Moving - Shifts the UV map to the left by the values of RateU x AmplitudeU times per second.
Jitter Moving - Moves the UV map randomly left according to the Rate U and AmplitudeU values.
Pan Moving - (Should read pen for pendulum). Moves the UV map sinusoidally left and right.
Stretch Moving - Stretches and shrinks the UV map sinusoidally.
Stretch Repeat Moving - Stretches the UV unidirectionally then repeats.
TypeV - Determines the type of motion in the vertical direction. The dropdown list is the same as for TypeU
RateU - In Fixed Moving, the number of times the UV map is shifted to the left. In Constant Moving, sets the rate of motion along with AmplitudeU. In Jitter moving sets the number of random jumps per second. The working range is at least 0.05 to the frame rate. Higher values than the frame rate are not useful since they cannot be displayed fast enough. In Pan Moving and Stretch Moving sets the frequency of motion in Hz. In Stretch Repeat Moving sets the frequency of repeats in Hz (times per second).
RateV - Same effects as RateU but in vertical direction
PhaseU - In Jitter Moving, values above 2 suppress the motion. In Pan moving, sets the time offset of the start of motion.
PhaseV - Same effects as PhaseU but in vertical direction
AmplitudeU - In Jitter Moving sets the range of UV shift left as a fraction. Negative values sets a range to the right. In Pan Moving sets the multiple of the UV map the shifts left and right reach. In Stretch Moving sets the amount above and below 1x the map is stretched. Values above 1 lead to negative stretching (map is reversed). In Stretch Repeat Moving the map is compressed by 1+AmplitudeU times, then jumps back and repeats. Values below -1 lead to reversed maps.
AmplitudeV - Same effects as AmplitudeU but in vertical direction.

Shader Params Section

The various possble settings in this section will appear and vanish depending on the Shader and Shader Generation Params (SGP) chosen. They are listed here in alphabetical order by what Shader or SGP turns them on, but may appear in the Material Editor in a different order:

Anisotropic Specular SGP:

Anisotropy Shape - Sets the width of the glossiness reflection pattern. The range is from 0.001 to 0.999.

Ar_cloth Shader:

Diffuse Falloff - ? Use not clear
Fuzzyness smoothness - Adjusts how fast the diffuse texture fades with angle
Fuzzyness Strength - ? Multiplier on the detail or bump map brightness Range 0 to 10.
Fuzzyness Spreading - How much the detail or bumpmap spreads from off angle view to flat view angle. Rnage 0 to 1.
Fuzzyness Saturation - Color intensity of the detail or bumpmap. Range 0 to 2.

Ar_decal Shader:

Alpha glow multiplier - Adjusts the overall level of glow times the per pixel glow from the Diffuse alpha channel. Range 0 to 32.

Ar_eye Shader:

Reflect Amount - For iris part of the avatar, how much reflection there is. Range 0 to 10.
Fresnel bias - See Specular EnvCM below, controls the angle range of reflections. Range 0 to 1.
Fresnel scale - See Specular EnvCM below, ? effect on eye not clear.
Iris glint multiplier - ? effect not clear
Cornea Opacity - ? effect not clear
Iris color - Sets color of iris using RGB values. Range 0,0,0 to 255,255,255.


Ar_fur Shader:

Fur Length - Gives apparent thickness to a surface. Range 0 to 1.
Fur Thinness - ?
Fur Shadow - ?
Fur Gravity - ?

Ar_Glass and Ar_mirror Shaders:

Tint Amount' - When Refraction Map is checked, controls how much the diffuse texture is overlaid as a color filter to the glass. Range 0 to 1.
Refraction Bump Scale - ?
Reflection Amount - Sets the intensity of the reflection from a reflective surface.
Fresnel bias - See Specular EnvCM below
Fresnel scale - See Specular EnvCM below
Back light scale - Intensity of backlight glow from the surface. Range 0 to 10.
Filter color - Color of backlight glow or overall glass filter color.

Ar_humanskin Shader:

Subsurface multiplier - Subsurface scattering happens with real materials when light penetrates past a surface, then gets returned in random directions from that depty. Human skin is partly translucent and does this. This setting controls how much light is returned as scattered. Range 0 to 1.
Rim Multiplier - ? Use unclear. Range 0 to 10.
Specular multiplier - Multiplies the specular (mirrorlike) light reflected from the skin. Range 0 to 4.
Light diffusion amount - ? Use unclear.
Rim Power - ? use unclear
Melanin - Darkness adjustment to skin tone. Range -1 (white) to 1 (black). 0 is no effect.
Diffuse Saturation - Color intensity of the diffuse skin texture. Normal is 1, Range 0 to 2.

Ar_illum and Illum Shaders:

Alpha glow multiplier - If Glow in Diffuse alpha SGP is checked, multiplies the Glow Amount in the Material Settings section. Range 0 to 32.

Ar_metal Shader:

Specular Multiplier - Multiplies the Specular Level in the Lighting Settings section and Specular map in the Texture maps section. Range 0 to 2.
Specular Sharpness - Controls the angle range over which the specular reflection is seen. Range 0 to 1, but values near 1 are most noticeable.

Ar_volume Shader: (Seems to require Opacity below 100)

Length - Sets the apparent width of the Diffuse Texture. Range 0 to 20.
OriginalLength - Sets the apparent width at 10/value. Range 0 to 20.
OriginalWidth - Sets the apparent height of the Diffuse Texture at 2/value. Range 0 to 10.
StartRadius - Sets an apparent height component. Range 0 to 10.
EndRadius - Sets an apparent height component. Range 0 to 10.
ColorMultiplier - Sets the color brightness. Range 0 to 32.
View dependency factor - Sets the amount of fading at angles to the surface normal (perpendicular). Range 0 to 10.
StartColor - Sets a color shift at one edge of the texture. RGB color value.
EndColor - Sets a colr end point ?
Soft intersection factor - Some kind of blurring or fading where it meets ground or other object ? Range 0 to 10.

Ar_watersurface Shader:

Note: seems to be a bug when loading the editor and having this type of object in view. Moving away and back seems to fix it. Requires a Normalmap in the Bumpmap slot, and a cubemap in Environmap slot to work properly.

Waves movement speed - Controls speed of apparent wave movement to left for positive values. Range -4 to 4.
Bump map scale - Adjusts the apparent wave bumpiness from the Bumpmap slot. Range 0 to 2.
Big waves scale - Adjusts the visibility of the larger wave layer. Range 0 to 4.
Small waves scale - Adjusts the visibility of the smaller wave layer. Range 0 to 4.
Reflect amount - Controls amount of whitish green reflection from the water surface. Range 0 to 10.
Fresnel bias - Controls what angle the water reflection becomes visible. Range 0 to 1.
Sun shine glossiness - Controls the visible angle of the sun highlights. Range 1 to 255, but values under 5 have the most effect.
Sun Multiplier - Controls the brightness of the sun highlights. Range 0 to 10.
Transparency Ratio - Controls the "cloudyness" of the water (transparency of the whitish green Reflect Amount above). Range 0 to 1.
Soft intersection factor - Adjusts the fading of the water where it gets close to terrain. The distance is approximately 25cm/factor. Range 0 to 10.
Foam factor - If Foam SGP is active adjusts the distance the water is foamy near terrain approximately 25cm/factor. Range 0 to 5.
Foam multiplier - Adjust the brightness of the foam. Range 0 to 32.

Common.Cloud Shader:

Note: This shader likely only works with RollupBar >Objects > Entity > Render/Cloud entity type. The default Diffuse maps in AR/Common/clouds have 16 cloud images as grey on white, so if you make your own likely it needs to be a similar pattern. The defaults use DXT5 file format.

CloudAngularAtten - Adjusts the edge brightness of a cloud. Range 1 to 100.
CloudOutlineTheshold - Adjusts the base darkness of the central area of the cloud. Range 0 to 1.
CloudOutlineSlope - Adjusts the edge sharpness of the central area of the cloud. Range 0 to 20.
CloudBacklightingScale - Adjust the backlight brightness through the cloud. Range 0 to 5.
HDRBrightnessAdjust - Adjust cloud overall brightness relative to Sky and daylight. Range 0 to 5.

Depth Bias SGP:

Depth Bias - ?

Detail bump mapping SGP:

Detail Tiling U - Sets the horizontal repeats of the normal map independent of the UV settings of the Diffuse map. Range 0 to 32.
Detail Tiling V - Sets the vertical repeats of the normal map independent of the UV settings of the Diffuse map. Range 0 to 32.
Detail Bump Scale - Sets the "roughness" or "bumpiness" of the shading from the normal map. Range 0.125 to 10.
Detail Blend Amount - Adds to the overall brightness of the shading from the normal map. Range 0 to 1.

Dirt Map SGP:

DirtMap Multiplier - Sets opacity of Custom map overlay on Diffuse map. Range 0 to 1.
DirtMap TexGen Scale - Sets UV tiling ratio for Custom map. Range 0 to 10.
DirtMap Start Height - ?
DirtMap End Height - ?
DirtMap Noise Scale - Appears to size additional noise layer from the custom map. Range 0 to 1.
DirtMap Noise Multiplier - Sets intensity of additional noise layer. Range 0 to 1.

Distanceclouds Shader:

This shader likely only works with the Rollupbar > Objects > Misc > DistanceCloud Object Type. DistanceClouds should be placed very high (above volumetric clouds and everything else) and scaled up very large (ie as large or larger than your terrain map) to look good. You can place several in different parts of the sky to get sky coverage. The defaults use DXT5 file format. Rendering of DistanceClouds depends strongly on sun angle.

Attenuation - How much sunlight is filtered by the cloud thickness on itself, and therefore how dark the cloud base looks. Range 0 to 5.
StepSize - Sets scale of added noise or tiling of the cloud texture. Higher values make more cloud area. Range 0 to 1.
AlphaSaturation - Sets the texture alpha level that the cloud becomes opaque. Lower values mean more solid cloud cover.
SunColorMultiplier - Contribution of the sun color to the cloud color. Range 0 to 16.
SkyColorMultiplier - Contribution of the sky color to the cloud color. Range 0 to 16. Normally lower than SunColorMultiplier since sunlight is brighter than scattered sky brightness.

Fireparticles_vs2 Shader: -

? Some kind of fire effect, may not be fully working

Fire animation speed -
Burn offset -
VariationTileU -
VariationTileV -
VariationTileW -
Base layer darkening ratio -
Saturatiopn -
Contrast -

Glow in Diffuse Alpha SGP:

Alpha glow multiplier - Adjusts the overall level of glow times the per pixel glow from the Diffuse alpha channel. Range 0 to 32.

Grass SGP:

Blend with Terrain Amount - Sets balance between terrain and vegetation color. Range 0.5 to 1.0.

Leaves SGP:

Back View Dependendcy - Sets how much the light is filtered by angle through the leaves type surface. Range 0 to 1.
Back diffuse color - Set the filter color through the leaves type surface. RGB value.
Back diffuse color scale - Sets how much filtered light passes through the surface. Range 0 to 4.
Back Shadow Bias - How much shadow from the opposite side is passed through the surface. Low values allow more shadow. Range 0 to 1.

Nodraw Shader:

Somewhat obviously, this "shader" has no settings since it does not display the surface at all. It is used for physics/collison proxy objects and other surfaces that need to be invisible.

Oceanbottom Shader: ? Use unknown

Offset bump mapping SGP:

OBM Displacement - Adjusts the apparent depth of bumps using the alpha channel of the Normalmap as a source. Range 0 to 1, though small values work best.

Parallax occlusion mapping SGP:

POM Displacement - Adjusts the apparent depth of the bumps from the heightmap. Range 0 to 1.
Self shadow strength - Adjusts apparent shadows from the bumps in the heightmap. Range 0 to 5.

Sky Shader: ? Use unknown

Specular EnvCM SGP:

Reflect Amount - Sets the amount of reflection of the Cube Map in the Environment map slot. Range 0 to 32.
Fresnel Scale - The amount of light which reflects vs passes through a real surface such as glass depends on the angle and index of refraction. Generally the flatter the angle, the more it reflects. This setting controls how bright the reflection is when seen at an angle. Range 0 to 32.
Fresnel Bias - This setting controls what angle the reflection becomes visible for a reflective surface. Range 0 to 1.

Stars Shader: ? Use unknown

Terrain.Layer Shader:

This shader is used for the Terrain texture layers detail material only.

DetailTextureStrength - Adjusts the visibility of the detail material for the terrain layer vs the distance texture. Range 0 to 2.

Terrainhighlod and Terrainlowlod Shaders: ? Use unknown

Alpha glow multiplier - Adjusts the overall level of glow times the per pixel glow from the Diffuse alpha channel. Range 0 to 32.

Terrainice.Layer Shader:

Simulates snow or ice on the terrain. The opacity setting allows a blurry version of the diffuse texture to show from underneath.

DetailTextureStrength - Adjusts the visibility of the detail material for the terrain layer vs the distance texture. Range 0 to 2.
Absorbtion coefficient - Changes how much absorbtion of light happens in the snow layer vs reflection. 0 absorbtion means pure white. Range 0 to 300 but most noticeable between 0 and 20.
Absorbtion coeff RED - Amount of red color absorbed by the snow layer, so low values means redder color. Range 0 to 1.
Absorbtion coeff GREEN - Amount of green color absorbed by the snow layer.
Absorbtion coeff BLUE - Amount of blue color absorbed by the snow layer.

Vegetation Shader:

Used to make moving leaves and branches, and other objects you want to move slightly. Requires setting RollupBar > Objects > Brush Params > RecWind = True, checking Leaves and Detail Bending SGP's, and Vertex Deformation > Type = Bending. Also something about vertex colors?

Detail bending frequency - Misnamed. It actually is the amplitude of edge motion. Range 0 to 10.
Bending edges amplitude - Multiplies the motion of edge. Range 0 to 1.
Bending branch amplitude - For objects set up as branches, sets the range of motion. Range -10 to 1.
Detail bending phase - Sets the phase of motion, so allowing different objects to be out of phase. Range 0 to 100.

Shader Generation Params Section

This section is a list of optional settings which are available depending on which Shader is selected. The settings here in turn may then allow the Shader to make use of additional Texture Map slots above, or specific channels of those maps. It may also activate added Shader Params in the previous section. The settings are listed in alphabetical order and then which Shaders they apply to is noted in parentheses thus: (Shader1, Shader 2, ...)

Anisotropic specular - (Ar_cloth, Ar_metal) Changes the shape of the glossiness reflection pattern from circular to oval.

Character Decal - (Ar_decal, Illum) ?

Decal - (Ar_decal, Illum) - Decals are a simple flat plane type of object which are intended to be projected on top of a nearby terrain or other object surface. This setting tells the Shader to display whatever material this is on top, and avoids display errors (flickering or Z buffer conflict) due to two surfaces being too close. This setting turns off shadows since the decal is supposed to be in the same place as the underlying surface.

Depth Bias - (Ar_plaster) ?

Detail Bending - (Vegetation) - Allows the leaves to bend flexibly along their length according to vertex colors assigned.

Detail bump mapping - (Ar_cloth, Ar_fur, Ar_illum, Ar_metal, Ar_plaster, Illum, Terrain.Layer, Terrainice.Layer, Vegetation) Uses a normal map in the Detail slot with additional Shader Params to adjust tiling and bump scale.

DetailMap mask in diffuse alpha - (Ar_cloth) Use Diffuse map alpha for masking detail maps. No Shader Params.  ? Use unclear

Dirt Map - (Ar_plaster) - Use Custom map as overlay to diffuse map.

Disable rain Layer (Ar_glass, Ar_plaster, Illum, Ar_eye, Ar_humanskin) - Overrides RollupBar/Objects/Material Layers/Wet. No Shader Params.

Environment map - (Ar_glass, Ar_metal, Ar_eye, Ar_humanskin) - Requires a texture in the Environment slot to activate. Uses that map as the reflection for a shiny surface. Ignores Diffuse map when used.

Eye overlay - (Ar_eye) ? May be used for eye cover.

Fit to Terrain (Vegetation) - Conforms the object height to the terrain surface.

Foam - (Ar_watersurface) - Adds foam at water edge and enables Foam factor and Foam multiplier Shader Params.

Gloss map DifAlpha - (Ar_decal, Ar_fur, Ar_illum, Ar_plaster, Illum, Terrain.Layer, Terrainice.Layer) Reads the glossiness per pixel from the alpha channel of the Diffuse map. No Shader Params.

Glow in Diffuse alpha - (Ar_cloth, Ar_fur, Ar_illum, Ar_metal, Ar_plaster, Ar_plaster, Illum) Reads the glow intensity per pixel from the alpha channel of the Diffuse map as a greyscale value. No shader Params.

Gradient Coloring - (Ar_glass, Ar_mirror) Uses the Subsurface map slot as a gradient (radial) texture, and appears to activate the Specular map when checked.

Grass - (Vegetation) Simple grass rendering (billboarding?)

Iris - (Ar_eye) Use Diffuse texture for iris.

Leaves - (Vegetation) Allows leave translucent shading and edge animation.

Muzzleflash - (Ar_volume) Use as muzzle flash ?

Noise map - (Ar_volume) Adds animated 3D transparency to Diffuse map.

No flow - (Ar_watersurface) Flow is simulated by moving a second copy of the bumpmap apparently behind the waves layer. Adding this item reverses the underlying motion to balance out the wave motion.

No vertex fog - (Ar_watersurface) Disable fog per vertex. Might be useful on some cases where fog kicks in too much

Offset bump mapping - (Ar_fur, Ar_plaster, Illum, Terrain.Layer, Terrainice.Layer) Reads a heightmap from the alpha channel of the Normalmap slot and uses it to give more apparent depth to bumps on a surface.

Parallax occlusion mapping - (Ar_decal, Illum, Terrain.Layer, Terrainice.Layer) Requires a Normalmap to activate. Uses the alpha channel of the Normalmap as a height map, and displays an apparent depth behind the actual surface location based on that map. From the back of the surface it appears to be a positive height change.

PerPixel Spec. Shinines - (Ar_decal, Ar_fur, Ar_illum, Ar_metal, Ar_plaster, Illum, Terrain.Layer, Terrainice.Layer) Reads the glossiness from the alpha channel of the Specular map. No Shader Params.

Real-Time Reflections - (Ar_watersurface) ? How to use is unclear.

Refraction map - (Ar_glass, Ar_mirror) Uses the Diffuse map as a transparent texture

Specular EnvCM - (Ar_decal, Ar_fur, Ar_illum, Ar_plaster, Illum, Terrain.Layer, Terrainice.Layer) Requires the Environment map slot filled to activate. Applies a cube map in the environment slot as reflections.

Sun Shading - (Ar_watersurface) - Use for outdoor water

Sunshine - (Ar_watersurface) Activates sun reflection from water based on bump map, and Sun shine glossiness Shader Param.

Two sided sorting - (Ar_glass) ?

Vertex Colors - (Ar_decal, Ar_fur, Ar_plaster, Illum) Vertex colors are set up as part of your 3D model before importing to Blue Mars. They are defined at the vertexes (corners or points) of the model surface, and shaded at points in between. Since only specific points are defined rather than every point in a texture map, they take less graphics memory. This can be used with a very small white texture map as the main coloring for an object, or with a larger texture map to give variations across an object surface. No Shader Params.

Water Volume - (Ar_watersurface) Use shader in water volumes, like for example in river/indoor water rendering. Requires cube map in Environment map slot.

Vertex Deformation Section

This section lets you move the vertexes (corners) of your surface in various ways and thus change it's shape.

Type: - Dropdown list to choose the type of deformation. The options are:

None - No change to the vertexes, ignores this section
Sin Wave - Makes vertexes move in a sine wave pattern
Bulge - Makes vertexes move in a slightly different pattern
Squeeze - Makes vertexes move radially from the center
Perlin 2D - ? Has odd effect of blacking out texture randomly and generates intense flashes if glow is much above 0.
Perlin 3D - ? Similar to Perlin 2D
From Center - ? Use unknown
Bending - Works with detail bending of leaves
Proc Flare - ? Use unknown
Auto Sprite - ? Use unknown
Beam - ? Use unknown
Fixed Offset - ? Use unknown

Wave Length X - sets the size of the deformations relative to the size of the object. Range -1000000 to 1000000, but values beyond -5 to 5 are not noticeable. Small values near 0 make bumpier deformations.

Wave Length Y - Only effect seems to be special effect noted under next item.

Noise Scale - With Type=Perlin 3D, Wave Length X & Y > 0, Noise Scale = 0,0.2,0.2, and Wave X Amplitude & Frequency = 0.05, and Glow Amount at top of window above 0.02 generates intense beams of light from the object. Not sure if this is a special effect or something broken :-).

Wave X - Header only, click [+] to open sub-items.

Type: - ? Use unknown
Level: - With Sin Wave, Bulge, or Squeeze, increases the apparent size of the object by the Level amount times the original size. The range goes from very negative to very postive. This does not affect the collision proxy size.
Amplitude: - Sets the size of the deformation in units of the object size. Range 0 to very large.
Phase: - Sets the timing of the deformations on a scale of 0 to 2 per cycle. Allows synchronizing different objects.
Frequency: - Sets the speed of deformation in Hz/2 (cycles per second/2). Range at least -200 to 200, but values more than twice the frame rate are not useful, since the screen is not updated fast enough to show it.

Wave Y - ?Header only, clicking [+] opens sub items, but they do not appear to do anything.


Material Layers Presets Section

? This section appears to be disabled - text entry boxes do not work.

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