Outerra forum
Anteworld - Outerra Game => Modding: Importer, Tools & Utilities => Topic started by: 2eyed on February 22, 2014, 09:57:02 am
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With the latest update, material properties changed. Is there already any reference on this. Wiki seem to be outdated.
For example:
{
"name" :
"Cessna_EXT",
"color" : "1.0,1.0,1.0,1.0",
"f0" : "1.0",
"roughness" : ".35",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" :
"Cessna_EXT_red.dds",
"tex_normal" :
"Cessna_EXT_norm.dds",
"tex_roughness" :
"Cessna_EXT_rg.dds",
"tex_opacity" : "",
"tex_reflectance" :
"Cessna_EXT_ref.dds",
"tex_environment" : ""
},
Could you please give some explanations. f0? Tex albedo?
Old matlib is obsolete, isn't it?
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here is some info from another post hope it helps
Angrypig Said :
f0 should be ~0.04 for common materials and ~0.08 for glass. If you want to make material transparent you have to set the alpha value to less than 1.0. In your case the final alpha value is computed from 0.99 * alpha value from the texture.
example:
Code: [Select]
{
"name" : "glass",
"color" : ".725,.725,.725,.99",
"f0" : ".078",
"roughness" : "0.0",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "",
"tex_normal" : "",
"tex_roughness" : "",
"tex_opacity" : "trans.dds",
"tex_reflectance" : "",
"tex_environment" : ""
},
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It's basically still this:
http://xtrac.outerraworld.com/trac.fcgi/wiki/material (http://xtrac.outerraworld.com/trac.fcgi/wiki/material)
except Ax is now f0, m is roughness and tex_diffuse is tex_albedo.
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Nah, fx is not Ax.
fx is the percentage of light which will be reflected by the surface related to your eye. So 1.0 means, that 100% of light will be reflected (a perfect mirror) and 0.0 of course 0 (a black whole).
So matte materials like wood or stone should have fx values between 0.03 and 0.04.