Material

Ay-yi-yi, textures galore!

The Material { } is a very complex subnode of the ScaledVersion { } node. It regulates the body’s ScaledSpace material, and thus, is a crucial element in the formation of a body. Unfortunately, the subnode comes in three different formats, each depending on the value set in ScaledVersion/type. Therefore, three different examples will be given and types will be marked in the table.

Example

// Vacuum planet/moon
Material
{
	texture = Fruits/PluginData/Banana_colormap.dds
	normals = Fruits/PluginData/Banana_normalmap.dds
	color = 0.6, 0.7, 0.2, 1
	specColor = 0.5, 0.8, 0.7, 1
	shininess = 0.15
	
	resourceMap = Fruits/PluginData/Banana_resourcemap.dds
}

// Atmospheric planet/moon
Material
{
	texture = Fruits/PluginData/Blueberry_colormap.dds
	normals = Fruits/PluginData/Blueberry_normalmap.dds
	color = 0.2, 0.3, 0.65, 1
	specColor = 0.15, 0.2, 0.5, 1
	shininess = 0.215
	
	rimPower = 2.25
	rimBlend = 0.875
	Gradient
	{
		0.0 = 0.2,0.9,0.4,1.0
		0.05 = 0.5,0.7,0.2,1.0
		0.1 = 0.6,0.5,0.1,1.0
		0.2 = 0.2,0.2,0.0,1.0
		0.5 = 0.05,0.05,0.0,1.0
		1.0 = 0.0,0.0,0.0,1.0
	}
	
	resourceMap = Fruits/PluginData/Blueberry_resourcemap.dds
}

// Star
Material
{
	noiseMap = Fruits/PluginData/Watermelon_noisemap.dds
	emitColor0 = 0.245, 0.825, 0.675, 1
	emitColor1 = 0.36275, 0.75, 0.47365, 1
	sunspotTex = Fruits/PluginData/Watermelon_sunspotmap.dds
	sunspotPower = 0.75
	sunspotColor = 0.2875, 0.315, 0.0565, 1
	rimColor = 0.2875, 0.9085, 0.75, 1
	rimPower = 0.7925
	rimBlend = 2.25
}

NOTE: Vacuum = "V", Atmospheric = "A", and Star = "S".

Property Format Applies to Type(s) Description
color Color V, A The main color of the body. Default is (1, 1, 1, 1).
specColor Color V, A The specular color. Default is (0.5, 0.5, 0.5, 1).
shininess Single V, A The size of the bright spot of sunlight reflecting off the body. The effect is obvious on oceans, but it is less noticeable on bodies without oceans. Default is 0.078125.
texture File Path V, A (Also mainTex) The texture containing the ScaledSpace color map. Default is “White”.
mainTexScale Vector2 V, A The scale of the color map.
mainTexOffset Vector2 V, A The offset of the color map.
normals File Path V, A (Also bumpMap) The texture containing the normal map. Default is “bump”.
bumpMapScale Vector2 V, A The scale of the normal map.
bumpMapOffset Vector2 V, A The offset of the normal map.
opacity Single V, A The opacity of the ScaledSpace material. Default is 1.
rampMap File Path S The texture containing the star’s ramp map. Default is “White”.
rampMapScale Vector2 S The scale of the ramp map.
rampMapOffset Vector2 S The offset of the ramp map.
noiseMap File Path S The texture containing the star’s noise map. Default is “White”.
noiseMapScale Vector2 S The scale of the noise map.
noiseMapOffset Vector2 S The offset of the noise map.
emitColor0 Color S The first emission color. Default is (1, 1, 1, 1).
emitColor1 Color S The second emission color. Default is (1, 1, 1, 1).
sunspotTex File Path S The texture containing the star’s sunspots. Default is “White”.
sunspotTexScale Vector2 S The scale of the sunspot texture.
sunspotTexOffset Vector2 S The offset of the sunspot texture.
sunspotPower Single S The power of the sunspots. Default is 1.
sunspotColor Color S The color of the sunspots. Default is (0, 0, 0, 0).
rimColor Color S The rim color. Default is (1, 1, 1, 1).
rimPower Single A, S How far from the rim of the sphere/planet the atmosphere rim will go. The lower the number, the greater the coverage. The higher the number, the closer to the edge of the sphere it will cling to. Default for “A” is 3, “S” is 0.2.
rimBlend Single A, S The blend between the atmosphere and the rim. Default for “A” is 1, “S” is 0.2.
rimColorRamp File Path A The texture containing the atmosphere’s rim color ramp. Default is “White”.
rimColorRampScale Vector2 A The scale of the rim color ramp.
rimColorRampOffset Vector2 A The offset of the rim color ramp.
Gradient Gradient A The rimColorRamp, but explicitly defined through a gradient. The left value is the position on the gradient from 0 to 1, and the right value is the color at that position. 0 describes the side facing the local star, and 1 describes the side facing away from the local star. For a realistic gradient, the terminator value should be approximately at 0.1, whereas stock gradients have a terminator at 0.5.
localLightDirection Vector4 A The direction of the local light. Default is (1, 0, 0, 0).
resourceMap File Path V, A The texture containing the body’s resource map. Default is “Black”.
resourceMapScale Vector2 V, A The scale of the resource map.
resourceMapOffset Vector2 V, A The offset of the resource map.