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Material Class Reference
[GFX]

A material in Torque 3D is a data structure that describes a surface. More...

Inheritance diagram for Material:
Inheritance graph
[legend]

List of all members.

Public Attributes

int alphaRef
 The alpha reference value for alpha testing. Must be between 0 to 255.
bool alphaTest
 Enables alpha test when rendering the material.
MaterialAnimType animFlags [4]
 The types of animation to play on this material.
filename baseTex [4]
 For backwards compatibility.
bool bumpAtlas [4]
filename bumpTex [4]
 For backwards compatibility.
bool castShadows
 If set to false the lighting system will not cast shadows from this material.
Point2I cellIndex [4]
Point2I cellLayout [4]
int cellSize [4]
ColorF colorMultiply [4]
 For backwards compatibility.
string cubemap
 The name of a CubemapData for environment mapping.
filename detailMap [4]
 A typically greyscale detail texture additively blended into the material.
filename detailNormalMap [4]
 A second normal map texture applied at the detail scale. You can use the DXTnm format only when per-pixel specular highlights are disabled.
float detailNormalMapStrength [4]
 Used to scale the strength of the detail normal map when blended with the base normal map.
Point2F detailScale [4]
 The scale factor for the detail map.
filename detailTex [4]
 For backwards compatibility.
ColorF diffuseColor [4]
 This color is multiplied against the diffuse texture color. If no diffuse texture is present this is the material color.
filename diffuseMap [4]
 The diffuse color texture map.
bool doubleSided
 Disables backface culling casing surfaces to be double sided. Note that the lighting on the backside will be a mirror of the front side of the surface.
void dumpInstances
 Dumps a formatted list of the currently allocated material instances for this material to the console.
bool dynamicCubemap
 Enables the material to use the dynamic cubemap from the ShapeBase object its applied to.
bool emissive [4]
 Enables emissive lighting for the material.
filename envMap [4]
 The name of an environment map cube map to apply to this material.
filename envTex [4]
 For backwards compatibility.
void flush
 Flushes all material instances that use this material.
string getAnimFlags
string getFilename
 Get filename of material.
bool glow [4]
 Enables rendering this material to the glow buffer.
bool isAutoGenerated
 Returns true if this Material was automatically generated by MaterialList::mapMaterials().
filename lightMap [4]
 The lightmap texture used with pureLight.
string mapTo
 Used to map this material to the material name used by TSShape.
float minnaertConstant [4]
 The Minnaert shading constant value. Must be greater than 0 to enable the effect.
filename normalMap [4]
 The normal map texture. You can use the DXTnm format only when per-pixel specular highlights are disabled, or a specular map is in use.
filename overlayMap [4]
 A secondary diffuse color texture map which will use the second texcoord of a mesh.
filename overlayTex [4]
 For backwards compatibility.
float parallaxScale [4]
 Enables parallax mapping and defines the scale factor for the parallax effect. Typically this value is less than 0.4 else the effect breaks down.
bool pixelSpecular [4]
 This enables per-pixel specular highlights controlled by the alpha channel of the normal map texture. Note that if pixel specular is enabled the DXTnm format will not work with your normal map, unless you are also using a specular map.
bool planarReflection
void reload
 Reloads all material instances that use this material.
Point2F rotPivotOffset [4]
 The piviot position in UV coordinates to center the rotation animation.
float rotSpeed [4]
 The speed to rotate the texture in degrees per second when rotation animation is enabled.
Point2F scrollDir [4]
 The scroll direction in UV space when scroll animation is enabled.
float scrollSpeed [4]
 The speed to scroll the texture in UVs per second when scroll animation is enabled.
float sequenceFramePerSec [4]
 The number of frames per second for frame based sequence animations if greater than zero.
float sequenceSegmentSize [4]
 The size of each frame in UV units for sequence animations.
void setAutoGenerated
 setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated.
ColorF specular [4]
 The color of the specular highlight when not using a specularMap.
filename specularMap [4]
 The specular map texture. The RGB channels of this texture provide a per-pixel replacement for the 'specular' parameter on the material. If this texture contains alpha information, the alpha channel of the texture will be used as the gloss map. This provides a per-pixel replacement for the 'specularPower' on the material.
float specularPower [4]
 The intensity of the specular highlight when not using a specularMap.
bool subSurface [4]
 Enables the subsurface scattering approximation.
ColorF subSurfaceColor [4]
 The color used for the subsurface scattering approximation.
float subSurfaceRolloff [4]
 The 0 to 1 rolloff factor used in the subsurface scattering approximation.
filename toneMap [4]
 The tonemap texture used with pureLight.
bool translucent
 If true this material is translucent blended.
MaterialBlendOp translucentBlendOp
 The type of blend operation to use when the material is translucent.
bool translucentZWrite
 If enabled and the material is translucent it will write into the depth buffer.
bool useAnisotropic [4]
 Use anisotropic filtering for the textures of this stage.
bool vertColor [4]
 If enabled, vertex colors are premultiplied with diffuse colors.
bool vertLit [4]
 If true the vertex color is used for lighting.
float waveAmp [4]
 The wave amplitude when wave animation is enabled.
float waveFreq [4]
 The wave frequency when wave animation is enabled.
MaterialWaveType waveType [4]
 The type of wave animation to perform when wave animation is enabled.
Behavioral

SFXTrack customFootstepSound
 The sound to play when the player walks over the material. If this is set, it overrides footstepSoundId. This field is useful for directly assigning custom footstep sounds to materials without having to rely on the PlayerData sound assignment.
SFXTrack customImpactSound
 The sound to play when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed. If this is set, it overrides impactSoundId. This field is useful for directly assigning custom impact sounds to materials without having to rely on the PlayerData sound assignment.
ColorF effectColor [2]
 If showDust is true, this is the set of colors to use for the ParticleData of the dust emitter.
int footstepSoundId
 What sound to play from the PlayerData sound list when the player walks over the material. -1 (default) to not play any sound.
int impactSoundId
 What sound to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed.
bool showDust
 Whether to emit dust particles from a shape moving over the material. This is, for example, used by vehicles or players to decide whether to show dust trails.
bool showFootprints
 Whether to show player footprint decals on this material.

Detailed Description

A material in Torque 3D is a data structure that describes a surface.

It contains many different types of information for rendering properties. Torque 3D generates shaders from Material definitions. The shaders are compiled at runtime and output into the example/shaders directory. Any errors or warnings generated from compiling the procedurally generated shaders are output to the console as well as the output window in the Visual C IDE.

Example:
singleton Material(DECAL_scorch)
{
   baseTex[0] = "./scorch_decal.png";
   vertColor[ 0 ] = true;

   translucent = true;
   translucentBlendOp = None;
   translucentZWrite = true;
   alphaTest = true;
   alphaRef = 84;
};
See also:
Rendering
ShaderData

Member Data Documentation

The alpha reference value for alpha testing. Must be between 0 to 255.

See also:
alphaTest

Enables alpha test when rendering the material.

See also:
alphaRef

The types of animation to play on this material.

filename Material::baseTex[4]

For backwards compatibility.

See also:
diffuseMap
filename Material::bumpTex[4]

For backwards compatibility.

See also:
normalMap

If set to false the lighting system will not cast shadows from this material.

Point2I Material::cellIndex[4]

For backwards compatibility.

See also:
diffuseColor

The name of a CubemapData for environment mapping.

The sound to play when the player walks over the material. If this is set, it overrides footstepSoundId. This field is useful for directly assigning custom footstep sounds to materials without having to rely on the PlayerData sound assignment.

Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too.

The sound to play when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed. If this is set, it overrides impactSoundId. This field is useful for directly assigning custom impact sounds to materials without having to rely on the PlayerData sound assignment.

Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too.

filename Material::detailMap[4]

A typically greyscale detail texture additively blended into the material.

A second normal map texture applied at the detail scale. You can use the DXTnm format only when per-pixel specular highlights are disabled.

Used to scale the strength of the detail normal map when blended with the base normal map.

The scale factor for the detail map.

filename Material::detailTex[4]

For backwards compatibility.

See also:
detailMap

This color is multiplied against the diffuse texture color. If no diffuse texture is present this is the material color.

filename Material::diffuseMap[4]

The diffuse color texture map.

Disables backface culling casing surfaces to be double sided. Note that the lighting on the backside will be a mirror of the front side of the surface.

Dumps a formatted list of the currently allocated material instances for this material to the console.

Enables the material to use the dynamic cubemap from the ShapeBase object its applied to.

If showDust is true, this is the set of colors to use for the ParticleData of the dust emitter.

See also:
ParticleData::colors

Enables emissive lighting for the material.

filename Material::envMap[4]

The name of an environment map cube map to apply to this material.

filename Material::envTex[4]

For backwards compatibility.

See also:
envMap

Flushes all material instances that use this material.

Get filename of material.

bool Material::glow[4]

Enables rendering this material to the glow buffer.

What sound to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed.

For a list of IDs, see footstepSoundId

Returns true if this Material was automatically generated by MaterialList::mapMaterials().

filename Material::lightMap[4]

The lightmap texture used with pureLight.

Used to map this material to the material name used by TSShape.

The Minnaert shading constant value. Must be greater than 0 to enable the effect.

filename Material::normalMap[4]

The normal map texture. You can use the DXTnm format only when per-pixel specular highlights are disabled, or a specular map is in use.

filename Material::overlayMap[4]

A secondary diffuse color texture map which will use the second texcoord of a mesh.

filename Material::overlayTex[4]

For backwards compatibility.

See also:
overlayMap

Enables parallax mapping and defines the scale factor for the parallax effect. Typically this value is less than 0.4 else the effect breaks down.

This enables per-pixel specular highlights controlled by the alpha channel of the normal map texture. Note that if pixel specular is enabled the DXTnm format will not work with your normal map, unless you are also using a specular map.

Reloads all material instances that use this material.

The piviot position in UV coordinates to center the rotation animation.

The speed to rotate the texture in degrees per second when rotation animation is enabled.

Point2F Material::scrollDir[4]

The scroll direction in UV space when scroll animation is enabled.

The speed to scroll the texture in UVs per second when scroll animation is enabled.

The number of frames per second for frame based sequence animations if greater than zero.

The size of each frame in UV units for sequence animations.

setAutoGenerated(bool isAutoGenerated): Set whether or not the Material is autogenerated.

Whether to emit dust particles from a shape moving over the material. This is, for example, used by vehicles or players to decide whether to show dust trails.

Whether to show player footprint decals on this material.

See also:
PlayerData::decalData
ColorF Material::specular[4]

The color of the specular highlight when not using a specularMap.

filename Material::specularMap[4]

The specular map texture. The RGB channels of this texture provide a per-pixel replacement for the 'specular' parameter on the material. If this texture contains alpha information, the alpha channel of the texture will be used as the gloss map. This provides a per-pixel replacement for the 'specularPower' on the material.

The intensity of the specular highlight when not using a specularMap.

Enables the subsurface scattering approximation.

The color used for the subsurface scattering approximation.

The 0 to 1 rolloff factor used in the subsurface scattering approximation.

filename Material::toneMap[4]

The tonemap texture used with pureLight.

If true this material is translucent blended.

The type of blend operation to use when the material is translucent.

If enabled and the material is translucent it will write into the depth buffer.

Use anisotropic filtering for the textures of this stage.

If enabled, vertex colors are premultiplied with diffuse colors.

If true the vertex color is used for lighting.

The wave amplitude when wave animation is enabled.

The wave frequency when wave animation is enabled.

The type of wave animation to perform when wave animation is enabled.



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