SDK Materials

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Materials

In Kray material is a data structure that describes what object is made of. Materials in Kray are always converted to surfaces before rendering. surface is "compiled" version of material, ready to render. You can build surface directly, but its more complicated then just setting material properties.

To define material use command like this:

material kray_material,color,(.9,.2,.2);

kray_material is name of newly created material, color is material attribute name and (.9,.2,.2) is attribute value.

Attribute Meaning Example Default value
diffuse diffuse reflection diffuse,0.9 1
color color of diffuse reflection color,(0.5,0.2,0.2); (200/255,200/255,200/255)
light light emitting light,20 0
light_group light emitting material (LEM) group. Polygons with the same LEM group create a LEM light light_group,2 1
translucency translucency (like diffuse, but on opposite side on poly, then light source) translucency,0.5 0
transparency transparency transparency,0.5 0
ior index of refraction ior,1.4 1
fresnel fresnel reflection fresnel,1 0
reflection reflection reflection,0.5 0
reflection_blur reflection blur strength reflection_blur,0.5 0
refraction_blur refraction blur strength refraction_blur,0.5 0
blur_rays controls quality of reflection/refraction blurring, 3 parameters required: min_rays,max_rays,noise_tolerance blur_rays,10,100,0.01 0,0,0
bumpdepth strength of bump mapping bumpdepth,1 0 (off)
edgedetectslot antialias edge detection slot index (settings index) used by a surface edgedetectslot,1 0 (default edge detector)
specularity
glossiness size of specular spot glossiness,0.1 0.4
diffuse_mode defines how diffuse component of material is computed (allows to choose GI method). diffuse_mode,21100 (photon mapping+irrdiance cache) default value if this parameter is controlled by default_diffuse_mode command
flags various bit flags for a surface flags,4+8; // inner reflection and diffuse enabled default value is 0
passivelem sets LEM (Light Emitting Material) mode to passive (sends photons, but direct light computed with final gathering, not light raytracing) passivelem,1; // turns LEM passive mode 0 (active LEM)
texture sets a texture for given channel. Available channels:
color
diffuse
translucency
transparency
light
reflection
specularity
bump
texture,bump,bump_texture_name;
addsurface adds surface to material addsurface,surface_name;
reflection_blur_lights sets reflection blur lights computation mode (0 - passive/indirect , 1 - active/direct) reflection_blur_lights,1; // turns active mode on 0
noshadow disables shadow casting from the material nocastshadow,1; 0
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