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enenra avatar enenra commented on June 17, 2024

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.

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enenra avatar enenra commented on June 17, 2024
[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,
  }

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cstahlhut avatar cstahlhut commented on June 17, 2024

Harag plugin reference materal (probably more stuff in thread)
https://forum.keenswh.com/threads/se-block-tools-for-blender.7285972/page-5

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enenra avatar enenra commented on June 17, 2024

Add Facing with the following options:

// VRageRender.Import.MyFacingEnum
public enum MyFacingEnum : byte
{
    None,
    Vertical,
    Full,
    Impostor
}

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AutoMcDonough avatar AutoMcDonough commented on June 17, 2024

Would like to set transparency to the shader in both solid view and material preview view modes

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enenra avatar enenra commented on June 17, 2024

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>

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