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Topics On Materials

The material system is the UT2003 [texture creation]? system. It allows utilization of discreet texture layers to achieve more complex texture finals. Note, however, that although Materials can be used on meshes, static meshes, and BSP surfaces, but they are not supported by particle emitters or by actors drawn using DT_Sprite.

See also the Material class page.

Shaders

Channels

For the mask channels: The lower the RGB gray fill in alpha channel, the less of the effect. The Higher, the more prevalent. For example, when a specular channel is set, it is very shiny to begin with. Placing a texture with a 33, 33, 33 RGB alpha channel will make the specular dull because it sets the "masking" of the actually channel. Pure black means = zero visibility, pure white = all visibility. The varying grays in between are used for the degree of masking.

  • Diffuse : Base texture goes in here.
  • Opacity : When a texture is placed in here, it's alpha channel is pulled out and it's RGB value is used to determine how opaque the final output it.
  • Specular : Basically, a reflection channel best suited for cubemaps/texenvmaps.
  • Self Illumination: Setting the texture in here you set for diffuse with cause a full unlit effect. When used in conjunction with it's mask, different parts of the texture can become unlit.
  • Detail : Detail texture goes in here.

Options

DetailScale
Scale of the detail channel on the final output.
OutputBlending
Shows how the final output is actually rendered. Options are pretty self explanitory.
Two Sided
Texture can be view on a 2D plane from each angle.
Wireframe
Renders the texture in a wireframe mode.
PerformLightingOnSpecular
As far as I can gather, light actors will apply to the diffuse and specular? channel, as opposed to just the diffuse channel. Really good for glass textures around lighting.
ModulateSpecular2X
Blends the specular channel twice, making it appear much darker. Can barely see why this is relevant.
FallbackMaterial
In case of rendering error, show this texture. Good to put backup textures in here in case, as TNT2 and lower cards can't view specular things like cubemaps.
Surface Type
Sets the footstep sound of the material

Comments

Anthony: Good start? Thought something should be put down.

Tarquin: yup :) but I'll probably rename thi page "Material Topics" unless something can think of a better name

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