Multimaterial: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
 
No edit summary
Line 165: Line 165:
  };
  };


[[Category:ExternalArt]]


==External links==
==External links==
* [http://en.wikipedia.org/wiki/Lerp_(computing) LERP] , wikipedia
* [http://en.wikipedia.org/wiki/Lerp_(computing) LERP] , wikipedia

Revision as of 16:19, 8 September 2009

Template:enHeader

Motivation, goal

MultiMaterial is shader that allows composition of textures used in material from multiple layers of common textures via defined mask. Primary purpose is reducing number of sections, thus on surface which mixes multiple materials is needed only one material to combine them all - rendering pass in just one call. Advantage of using MultiMaterial is similar like with landscape (technology is similar) - saves textures, higher detail, prevents repeating. There is no Fresnel for specularity so it is not that valuable for glossy surfaces. Name of this new shader (vertex as well as pixel) is "Multi".

Multishader

Definition of individual stages in material

Material uses more than 8 stages (14) and must use alternative write for TexGen definition - with "class TexGenX". Details are visible in example. All CO maps may have own TexGen. Mask may have own text gen naturally too. Only first 3 SMDI maps may have own TexGen, fourth using TexGen identical with CO4. MC and AS maps using TexGen identical with mask.

0-3 CO map

Usual CO maps - noteworthy is that it's using also stage 0. On the contrary in model it's awaited that no texture is assigned. While model has also link to texture then it will multiple with stage 0 similarly to macro-map.

4 MASK map

Mask determining in RGB components mixing of separate layers.

5-8 DTSMDI map

Map similar to SMDI map which keeps detail map inside R channel.

9 MC map

Usual macro map - uses same texture coordinates as mask. Calculations with macro map in this shader is different than usual (so LERP with basic map). With macro map we aim to influence only median/average color in the given place - thus original layers aren't overlapped. This technique was taken from mixing with satellite map which is done on terrain.

10 AS map

Usual ambient map - uses same texture coordinates as mask.

11-14 NO map

Usual NO maps.

Example

ambient[]={1,1,1,1.000000};

diffuse[]={1,1,1,1.000000};
forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};
emmisive[]={0.000000,0.000000,0.000000,1.000000};
specular[]={1.000000,1.0000,1.00000,1.000000};
specularPower=100.000000;
PixelShaderID="Multi";
VertexShaderID="Multi";

class TexGen0
{
	uvSource="tex";
};
class TexGen1
{
	uvSource="tex";
};
class TexGen2
{
	uvSource="tex";
};
class TexGen3
{
	uvSource="tex";
};
class TexGen4
{
	uvSource="tex";
};
class TexGen5
{
	uvSource="tex";
};
class TexGen6
{
	uvSource="tex";
};
class TexGen7
{
	uvSource="tex";
};

class Stage0
{
	texture="ca\MultiTest\kostky_CO.paa";
	texGen=0;
};
class Stage1
{
	texture="ca\MultiTest\oblaka_CO.paa";
	texGen=1;
};
class Stage2
{
	texture="#(rgba,8,8,3)color(0,0,0,1)";
	texGen=2;
};
class Stage3
{
	texture="#(rgba,8,8,3)color(0,0,0,1)";
	texGen=3;
};
class Stage4
{
	texture="ca\MultiTest\maska_MASK.paa";
	texGen=4;
};
class Stage5
{
	texture="ca\MultiTest\kostky_DTSMDI.paa";
	texGen=5;
};
class Stage6
{
	texture="ca\MultiTest\oblaka_DTSMDI.paa";
	texGen=6;
};
class Stage7
{
	texture="ca\MultiTest\kostky_DTSMDI.paa";
	texGen=7;
};
class Stage8
{
	texture="#(rgba,8,8,3)color(0.5,0,1,1)";
	texGen=3;
};

class Stage9
{
	texture="#(rgba,8,8,3)color(1,1,1,0)"; // MC map
	texGen=4;
};
class Stage10
{
	texture="#(rgba,8,8,3)color(0,1,1,1)"; // AS map
	texGen=4;
};
class Stage11
{
	texture="ca\MultiTest\kostky_NO.paa";
	texGen=0;
};
class Stage12
{
	texture="ca\MultiTest\oblaka_NO.paa";
	texGen=1;
};
class Stage13
{
	texture="#(rgba,8,8,3)color(0.5,0.5,1,1)";
	texGen=2;
};
class Stage14
{
	texture="#(rgba,8,8,3)color(0.5,0.5,1,1)";
	texGen=3;
};


External links