TINMAN 3D / REALTIME TERRAIN
Software Development Kit - User Manual

struct Tinman.Model.Material

Short Name:
  • struct Model.Material
Fields:

Describes a material of a 3D model.

Fields

The following table lists all fields of this config type.

Field Type Constraint Default
optional albedo Tinman.Color  
Colors.White

The albedo color and material transparency.

The red, green and blue channels define the albedo color (linear sRGB). The alpha channel holds the material transparency (linear).

optional albedoMap Model.Texture  
null

Albedo texture map (compressed sRGB), will be modulated with albedo.

optional displacement number  
0

The maximum displacement, in model-space.

optional displacementMap Model.Texture  
null

The displacement map.

Displacement values are read from the red channel (linear); all other channels are ignored.

optional emissive Tinman.Color  
Colors.Black

The emissive color.

The red, green and blue channels define the emissive color (linear sRGB). The alpha channel is ignored.

optional emissiveMap Model.Texture  
null

Emissive texture map (compressed sRGB), will be modulated with emissive.

optional gloss number  
0.10000000149011612

The material gloss (linear).

Gloss is defined as microsurface smoothness: a value of 1 means that the surface is smooth (reflections will appear bright and crisp), a value of 0 means that the surface is rough (reflections will appear dim and blurry).

optional glossMap Model.Texture  
null

The gloss texture map, will be modulated with gloss.

Gloss values are read from the red channel (linear); all other channels are ignored.

optional normalMap Model.Texture  
null

Normal texture map.

The red, green and blue channels (linear sRGB) define the tangent-space normal vector (not necessarily of unit length). The alpha channel is ignored.

The relative pixel intensities (red, green, blue) in the range [0..1] are mapped to the unit cube:

red  :[0..1] => X:[-1 .. +1]
green:[0..1] => Y:[-1 .. +1]
blue :[0..1] => Z:[-1 .. +1]

where X+ is the tangent direction (positive texture U-axis), Y+ is the bitangent direction (positive texture V-axis) and Z+ is direction of the surface normal vector.

optional occlusionMap Model.Texture  
null

Ambient occlusion map.

Ambient lighting is modulated with the ambient occlusion values read from the occlusion map.

Ambient occlusion values are read from the red channel (linear); all other channels are ignored.

optional opacityMap Model.Texture  
null

Opacity map.

Material transparency (i.e. the alpha channel of albedo and albedoMap) is modulated with the opacity values read from the opacity map.

Opacity values are taken from the red channel (linear); all other channels are ignored.

optional reflectivity Tinman.Color  
{I16: 6554}

The reflectivity value.

The red, green and blue channels (linear sRGB) define the reflectivity color and intensity of the material. The alpha channel is ignored.

optional reflectivityMap Model.Texture  
null

Reflectivity texture map (compressed sRGB), will be modulated with reflectivity.

optional translucency Tinman.Color  
Colors.Black

The translucency value.

The red, green and blue channels (linear sRGB) define the translucency of the material when backlit. The alpha channel is ignored.

optional translucencyMap Model.Texture  
null

Translucency texture map (compressed sRGB), will be modulated with translucency.

Usages

The following table shows all usages of this config type.

Used By: