Material - Basic Tree crown: Difference between revisions
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=== Material for trees === | === Material for trees === | ||
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<pre> | <pre> | ||
ambient[]={0.8,0.8,0.8,1.000000}; | ambient[]={0.8,0.8,0.8,1.000000}; | ||
// here we on purpose help out contrast by lowering ambient light, because NO map on tree-top blend quickly inside mipmaps | // here we on purpose help out contrast by lowering ambient light, because NO map on tree-top blend quickly inside mipmaps | ||
diffuse[]={0.9,0.9,0.9,1.000000}; | diffuse[]={0.9,0.9,0.9,1.000000}; |
Latest revision as of 00:53, 8 August 2021
Material for trees
Applies to branches and also for polyplanes therewith branches have set amount of light passing thru as 0 (or very low value if You want that reverse sides were bit plastic). Functional only in combination with difuse map containing continuous alpha.
ambient[]={0.8,0.8,0.8,1.000000}; // here we on purpose help out contrast by lowering ambient light, because NO map on tree-top blend quickly inside mipmaps diffuse[]={0.9,0.9,0.9,1.000000}; forcedDiffuse[]={0.1,0.1,0.1,0.500000}; // alpha = how much light pass through emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={0.06,0.06,0.06,1.000000}; specularPower=25.000000; PixelShaderID="NormalMapSpecularThrough"; VertexShaderID="NormalMapSpecularThrough"; class Stage1 { texture="ca\plants\data\dub_jiny_0_NON.tga"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0,0,0}; }; }; class Stage2 // diffusion light decline { texture="#(ai,32,32,1)treeCrown(0.1)"; uvSource="none"; }; class Stage3 // ambient light decline { texture="#(ai,32,32,1)treeCrownAmb(0.1)"; uvSource="none"; };