Comments (6)
Equinox: glass shaders, color is defined as ColorXml * ColorTexture
a) ColorAdd is applied without any lighting, so it should work for making things emissive.
b) ReflectionShadow controls how intense the reflection is in the shadowed part of the block. Intensity is always 1 in the unshadowed part.
c) When Fresnel+Reflectivity > 0 there can be a reflection.
d) LightMultiplier controls the contribution of the sun to the lighting.
e) ShadowMultiplier controls the contribution of the color in shadowed areas.
f) AmbientMultiplier controls the contribution of the environment probe (blended across the visible hemisphere)
g) The gloss used for reflections is the sum of GlossTextureAdd and the _ng texture's alpha. If both of these are zero reflections should devolve into the ambient color.
h) Reflection intensity is defined by Reflectivity + pow(1 - cos(angle{normal to camera}), 5) * Fresnel. Basically increase Reflectivity if you want reflections at all angles. Increase Fresnel if you want reflections at glancing angles.
from space-engineers-utilities.
[Obfuscation(ApplyToMembers = true, Exclude = true, Feature = "cw symbol renaming")]
public enum MyMeshDrawTechnique : byte
{
MESH,
VOXELS_DEBRIS,
VOXEL_MAP,
ALPHA_MASKED,
ALPHA_MASKED_SINGLE_SIDED,
FOLIAGE,
DECAL,
DECAL_NOPREMULT,
DECAL_CUTOUT,
HOLO,
VOXEL_MAP_SINGLE,
VOXEL_MAP_MULTI,
SKINNED,
MESH_INSTANCED,
MESH_INSTANCED_SKINNED,
GLASS,
MESH_INSTANCED_GENERIC,
MESH_INSTANCED_GENERIC_MASKED,
ATMOSPHERE,
CLOUD_LAYER,
SHIELD,
SHIELD_LIT,
COUNT,
}
from space-engineers-utilities.
Harag plugin reference materal (probably more stuff in thread)
https://forum.keenswh.com/threads/se-block-tools-for-blender.7285972/page-5
from space-engineers-utilities.
Add Facing
with the following options:
// VRageRender.Import.MyFacingEnum
public enum MyFacingEnum : byte
{
None,
Vertical,
Full,
Impostor
}
from space-engineers-utilities.
Would like to set transparency to the shader in both solid view and material preview view modes
from space-engineers-utilities.
Variables have potentially different effect on materials with HOLO technique?
https://discord.com/channels/125011928711036928/161758345856811008/894111937326092319
<TransparentMaterial>
<Id>
<TypeId>TransparentMaterialDefinition</TypeId>
<SubtypeId>ForceField</SubtypeId>
</Id>
<Texture>Textures\Models\Environment\SafeZone\ForceField_Default_alphamask.dds</Texture>
<GlossTexture>Textures\Models\Environment\SafeZone\ForceField_Default_ng.dds</GlossTexture>
<ShadowMultiplier>
<X>20</X> <!-- Seems to control UV tiling size !-->
<Y>0.05</Y> <!-- Seems to control speed -->
<Z>0</Z> <!-- No effect -->
<W>0</W> <!-- No effect -->
</ShadowMultiplier>
<LightMultiplier>
<X>5</X> <!-- Seems to control the opacity of the 'middle' view of the material -->
<Y>5</Y> <!-- Seems to control the 'glow' of the edges of the mateiral -->
<Z>1</Z> <!-- Seems to control Emissive of the edges - multiplicative, small number equal big change -->
<W>20</W> <!-- Dunno -->
</LightMultiplier>
<Reflectivity>0.1</Reflectivity>
<Fresnel>-1.0</Fresnel>
<ReflectionShadow>0.0</ReflectionShadow>
<TriangleFaceCulling>false</TriangleFaceCulling>
<SoftParticleDistanceScale>20</SoftParticleDistanceScale>
<SpecularColorFactor>0</SpecularColorFactor>
<Gloss>0.1</Gloss>
</TransparentMaterial>
from space-engineers-utilities.
Related Issues (20)
- Make SEUT not care about converted texture format at all.
- Empties lose custom properties when exporting HOT 1
- specific settings for importing SE character
- Character modding error prevention
- A way to link non-subpart scenes too (rotors for example)
- Add more errors / warnings around custom materials
- Various Planet Editor bugs
- discription on piston subpart 2 & 3 incorrect
- SEUT material import does not work with Blender 3.5 and SEUT 1.1.0-alpha.2 HOT 2
- Blender 3.5 import error HOT 1
- Change to fix position function HOT 1
- Error when following instructions youtube (Chipstix213) and Altasian.net HOT 1
- error on init scene HOT 1
- Switch bounding box rendering to gpu for Blender 4.0 compatibility HOT 1
- Bounding Box says it is on but doesn't show in view HOT 1
- Missing error handling for incompatible "compound" physics shape
- Exporting A model with Large > small Breaks Weaponcore Turrets HOT 1
- Export error when collision collection is not associated with another collection
- Missing Errors for Mirror / Mountpoint Mode Activation when Assets Are Not Present
- Linked objects causing blender to hang. HOT 2
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from space-engineers-utilities.