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geoscene3d:application:misc:material_editor [2020/02/02 16:09] – created rebecca130301_gmail.comgeoscene3d:application:misc:material_editor [2020/03/21 20:24] (current) – external edit 127.0.0.1
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 Advanced object material settings are edited using the Advanced Material Properties Editor. The Material Editor is available for most scene objects. However, not all features in the Material Editor is available for all objects. Advanced object material settings are edited using the Advanced Material Properties Editor. The Material Editor is available for most scene objects. However, not all features in the Material Editor is available for all objects.
  
-==== +==== General Tab ====
-General Tab  ====+
  
-** +**Blending Mode: ** \\
-Blending Mode: ** \\+
 The blending mode controls how objects blend with other objects. In other words how they render them selves on top of other objects. The blending mode controls how objects blend with other objects. In other words how they render them selves on top of other objects.
  
-| \\ +  \\ Opaque|   \\ No blending. Object is fully rendered. Objects rendered below the object are not visible through the object.| 
-Opaque  \\ | \\ +  \\ Transparency|   \\ Alpha blending. The alpha values (opacity) ranging from 0 to 1 controls the opacity of the object. 0 is fully transparent, 1 is fully opaque.| 
-No blending. Object is fully rendered. Objects rendered below the object are not visible through the object.  \\ +  \\ Additive|   \\ Additive blending| 
-| \\ +  \\ AlphaTest50|   \\ Opaque blending, with alpha-testing at 50% (full transparency if alpha is below 0.5, full opacity otherwise)| 
-Transparency  \\ | \\ +  \\ AlphaTest100|   \\ Opaque blending, with alpha-testing at 100%| 
-Alpha blending. The alpha values (opacity) ranging from 0 to 1 controls the opacity of the object. 0 is fully transparent, 1 is fully opaque.  \\ +  \\ Modulate|   \\ Modulation blending|
-| \\ +
-Additive  \\ | \\ +
-Additive blending  \\ +
-| \\ +
-AlphaTest50  \\ | \\ +
-Opaque blending, with alpha-testing at 50% (full transparency if alpha is below 0.5, full opacity otherwise)  \\ +
-| \\ +
-AlphaTest100  \\ | \\ +
-Opaque blending, with alpha-testing at 100%  \\ +
-| \\ +
-Modulate  \\ | \\ +
-Modulation blending  \\ |+
  
-** +**Lighting: ** \\
-Lighting: ** \\+
 Activates lighting. Most objects (except surfaces) are lit by light sources. The objects are shaded on sides facing away from the light source. Activates lighting. Most objects (except surfaces) are lit by light sources. The objects are shaded on sides facing away from the light source.
  
-** +**Ignore Fog: ** \\ 
-Ignore Fog: ** \\ +Ignores fog. If this option is checked the object shows fully through the scene fog. Fog settings for the scene is configured in the [[:geoscene3d:project_content:objects:camera:camera_object|Camera]] settings dialog.
-Ignores fog. If this option is checked the object shows fully through the scene fog. Fog settings for the scene is configured in the  [[camera|]] +
- settings dialog.+
  
-==== +==== Front and Back Tabs ====
-Front and Back Tabs  ====+
  
 The settings in the Front and Back tabs shows options for the back and front portions of objects. Not all settings are available for all objects. The settings in the Front and Back tabs shows options for the back and front portions of objects. Not all settings are available for all objects.
  
-** +**Diffuse Color… ** \\
-Diffuse Color... ** \\+
 The color resulting from light diffusing (reflecting) off the surface of the object. Active when the object is lit, and if lighting is not ignored by the object. The color resulting from light diffusing (reflecting) off the surface of the object. Active when the object is lit, and if lighting is not ignored by the object.
  
-** +**Ambient Color… ** \\
-Ambient Color... ** \\+
 The color resulting from background light diffusing (reflecting) off the shaded parts of the object. Active when the object is lit, and if lighting is not ignored by the object. The color resulting from background light diffusing (reflecting) off the shaded parts of the object. Active when the object is lit, and if lighting is not ignored by the object.
  
-** +**Emission Color… ** \\
-Emission Color... ** \\+
 Colored light emitted from the object it self when lighting is ignored (no shades). Colored light emitted from the object it self when lighting is ignored (no shades).
  
-** +**Polygon Mode: ** \\
-Polygon Mode: ** \\+
 Controls wether the object is rendered as filled faces, lines or points. Controls wether the object is rendered as filled faces, lines or points.
  
-** +**Opacity: ** \\
-Opacity: ** \\+
 The opacity of the object when Blending Mode is set to Transparency The opacity of the object when Blending Mode is set to Transparency
  
-==== +==== Texture Tab: ====
-Texture Tab:  ====+
  
 The Texture tab shows settings regarding bitmap textures on the surface of objects. This tab is not available for all objects. The Texture tab shows settings regarding bitmap textures on the surface of objects. This tab is not available for all objects.
  
-** +**Texture Mode: ** \\
-Texture Mode: ** \\+
 Controls how texture is blended with the object color Controls how texture is blended with the object color
  
-| \\ +  \\ Decal|                                                                            
-Decal  \\ | | +  \\ Modulate| | 
-| \\ +  \\ Blend| | 
-Modulate  \\ | | +  \\ Replace| |
-| \\ +
-Blend  \\ | | +
-| \\ +
-Replace  \\ | |+
  
-** +**Image Alpha: ** \\
-Image Alpha: ** \\+
 Defines how Alpha (opacity) is defined for a texture image Defines how Alpha (opacity) is defined for a texture image
  
-| \\ +  \\ Default|   \\ Uses opacity as defined by user (in Front and Back tabs)| 
-Default  \\ | \\ +  \\ AlphaFromIntensity|   \\ Alpha (opacity) value is deduced from RGB components intensity (the brighter, the more opaque)| 
-Uses opacity as defined by user (in Front and Back tabs)  \\ +  \\ SuperBlackTransparent|   \\ Pixels with an RGB color of (0, 0, 0) are completely transparent, others are completely opaque| 
-| \\ +  \\ Luminance|   \\ The luminance value is calculated for each pixel and used for RGB and Alpha values| 
-AlphaFromIntensity  \\ | \\ +  \\ LuminanceSqrt|   \\ Same as Luminance but with a squared luminance| 
-Alpha (opacity) value is deduced from RGB components intensity (the brighter, the more opaque)  \\ +  \\ Opaque|   \\ Alpha (opacity) is uniformously set to 1.0 (all opaque)| 
-| \\ +  \\ TopLeftPointColorTransparent|   \\ Points of the same color as the top left point of the bitmap are transparent, others are opaque.| 
-SuperBlackTransparent  \\ | \\ +  \\ InverseLuminance|   \\ Inverse of Luminance|
-Pixels with an RGB color of (0, 0, 0) are completely transparent, others are completely opaque  \\ +
-| \\ +
-Luminance  \\ | \\ +
-The luminance value is calculated for each pixel and used for RGB and Alpha values  \\ +
-| \\ +
-LuminanceSqrt  \\ | \\ +
-Same as Luminance but with a squared luminance  \\ +
-| \\ +
-Opaque  \\ | \\ +
-Alpha (opacity) is uniformously set to 1.0 (all opaque)  \\ +
-| \\ +
-TopLeftPointColorTransparent  \\ | \\ +
-Points of the same color as the top left point of the bitmap are transparent, others are opaque.  \\ +
-| \\ +
-InverseLuminance  \\ | \\ +
-Inverse of Luminance  \\ |+
  
-** +**MagFilter: ** \\
-MagFilter: ** \\+
 Defines how pixels are shown. Defines how pixels are shown.
  
-| \\ +  \\ Nearest|   \\ Pixels are not interpolated (blocky appearance)| 
-Nearest  \\ | \\ +  \\ Linear|   \\ Pixels are interpolated (smooth appearance)|
-Pixels are not interpolated (blocky appearance)  \\ +
-| \\ +
-Linear  \\ | \\ +
-Pixels are interpolated (smooth appearance)  \\ |+
  
-** +**Enabled: ** \\
-Enabled: ** \\+
 Texture is not shown when not checked Texture is not shown when not checked
  

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