Material

 

■Culling

Draw around the back side of a polygon.

 

■Depth Recording

Prevent rendering of duplicate polygons.

 

■Depth Test

Set Procedure for Depth Comparison

 

Less  If the depth value of the pixels to be drawn is “smaller” then draw them.
Less Equal  This is the one normally selected. If the depth value of the pixels to be drawn is “smaller or the same as” the depth value then draw them.
Greater  Set if the clear depth value is negative. If the depth value of the pixels to be drawn “is larger” then draw them.
Greater Equal  Set if the clear depth value is negative. If the depth value of the pixels to be drawn is “greater than or the same” then draw them.
Equal  Display the pixels when their depth value is the same. Setting only for special expressions.
Not Equal  Display pixels when the pixel depth value is anything other than the same. Setting only for special expressions.
Never  Never display them. Setting only for special expressions.
Always  Consistently display effects at hand. Always draw pixels regardless of their depth value.

 

 

■Fog Effect

When fog is applied, the degree of its effect is set between 0.0 and 1.0.

 

■Lighting

Set light to ON or OFF.(for Model nodes only)

 

■Drawing Type

Specify the synthesis method for textures. ※See below for details.

 

■Specular Coefficient

Set the sharpness used for the specular. The drawing type can only be set for normal mapping.

 

■Specular Color

Set the specular color. The drawing type can only be set for normal mapping.

 

■Distortion

Set the central value for the distortion. Set R and G values between 0 and 255. The initial center value is 128.

 

①Change the “Drawing Type” for the Material to “Distortion”.

 

 

②Set texture to be distorted to Texture 1.

③Set distorted texture for Texture 2.

 

In this image Texture 2 was cropped and animated.

 

Here is a detailed explanation for displacement maps.
Distortion Displacement Maps

・Method for Distorting Backgrounds
Make the file name for Texture 1 “@backbuffer” and set Mapping Type to “Projection” to distort the background.

 

■Normal Mapping

・Normal mapping the 2nd image and the material by selecting “Normal Mapping” will result in a visually different image from typical normal mapping.
・You can indicate at the pixel level the normal direction as a texture and create uneven light reflections.
・Currently, normal map settings may be configured but we intend to make further functional improvements in future upgrades.Not a recommendedfunction.
・Models and stripes are not compatible with normal mapping(even though there is normal mapping in the material-image type tab).

Settings

①Select texture to apply normal mapping to Texture 1.

 

②Set Normal Mapping for Texture 2.

③Set material setting to “Normal Mapping”.

④Adjust “Specular Coefficient” and “Specular Color”.

This what it looks like.

 

※The following are the various drawing types.(from Version 1.8)

Basic Enable settings for only Texture 1
Alpha Synthesize transparency of Texture 1 and Texture 2
Add Synthesize by adding Texture 2 to Texture 1
Subtract Synthesize by subtracting Texture 2 from Texture 1
Invert Synthesize by inverting Texture 2 and combining with Texture 1
Normal Mapping Set Texture 1 to a normal texture and Texture 2 to normal map and apply light effects.
※Scrolling both Texture 2 with only normal mapping and Texture 1 at the same time is possible.
Distortion style=”background-color: #e0e0e0;”Project the distortion level of Texture 2 onto Texture 1.

 

 

 

 

 


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