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    Misc attributes

    Intermediate Artist Programmer

    Misc properties

    Occlusion

    Under the Occlusion properties, you can set an occlusion map. This is the default occlusion attribute. The occlusion map use geometry occlusion information baked into a texture to modulate the ambient and direct lighting.

    media/material-attributes-39.png

    The screenshots below demonstrate the use of occlusion maps and cavity maps:

    Occlusion Map Cavity Map Final Composition
    media/material-attributes-40.png media/material-attributes-41.png media/material-attributes-42.png
    Coarse occlusion of the ambient light Fine-grained occlusion of direct light Result
    Property Description
    Occlusion Map The occlusion map scalar provider that determines how much ambient light is accessible on the material. A value of 1.0 means that the material is fully lit by ambient lighting. A value of 0.0 means that the material is not lighted by the ambient lighting
    Direct Lighting Influence Applies to Occlusion Map and influences direct lighting
    Cavity Map The cavity map scalar provider is multiplied with direct lighting. It lets you define very fine grained cavity where direct light can't enter. The cavity map is usually defined for thin concave cavity
    Diffuse Cavity A factor for diffuse lighting influence of the cavity map. A value of 1.0 means the cavity map fully influences the diffuse lighting
    Specular Cavity A factor for specular lighting influence of the cavity map. A value of 1.0 means the cavity map fully influences the specular lighting

    Transparency

    Under the Transparency properties, you can specify values that change the transparency of the material. You can coose Blend, Additive, or Cutoff.

    Additive

    The additive transparency takes into account the diffuse and diffuse/emissive alpha.

    media/material-attributes-47.png

    • If the Alpha property is less than 0.5, only the specular highlights are visible. The material itself is completely invisible.

      Alpha = 0.25 Alpha = 0.5
      media/material-attributes-48.png media/material-attributes-49.png
      We only see the specular highlight in additive mode Transparency is fully additive. Specular highlights at maximum
    • If the Alpha <= 1.0, the material is semi-opaque with the diffuse/emissive component. If the diffuse component has an alpha, it's transparent.

      Alpha = 0.75 Alpha = 1.0
      media/material-attributes-50.png media/material-attributes-51.png
      Specular highlights, diffuse with alpha and semi-opaque diffuse Specular highlights, diffuse with alpha and opaque diffuse
    Property Description
    Alpha The alpha value is interpreted like this:


    Alpha <= 0.5, the material is rendered in additive mode without the diffuse component (only specular highlights)



    Alpha <= 1.0, the material is rendered in semi-opaque mode with the diffuse/emissive component. If the diffuse component has an alpha, it's displayed as transparent


    Tint Apply a color tint to the transparency layer

    Cuttoff

    Renders a material when the current alpha color is above the threshold you specify with the Alpha slider.

    media/material-attributes-43.png

    The following screenshots show the influence of the cutoff Alpha value.

    Alpha = 0.01 Alpha = 0.5 Alpha = 1.0
    media/material-attributes-44.png media/material-attributes-45.png media/material-attributes-46.png

    Clear coat

    Clear-coat shading uses physically-based rendering to simulate vehicle paint.

    Clear coat

    For details, see clear-coat shading.

    See also

    • Geometry attributes
    • Shading attributes
    • Clear-coat shading
    • Material maps
    • Material layers
    • Material slots
    • Materials for developers
    • Custom shaders
    • Improve this Doc
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