Material
Public / Attributes
Albedo
The albedo color and material transparency.
The red, green and blue channels define the albedo color (ColorF.R, ColorF.G and ColorF.B). The alpha channel holds the material transparency (ColorF.A).
Defaults to ColorF.White.
DisplacementMap
The displacement map.
Displacement values are read from the red channel; all other channels are ignored.
The red pixel intensity in the range [0..1] is mapped to the displacement values amount in the range -Displacement..Displacement. Thus, a pixel intensity of 0.5
will result in zero displacement.
Emissive
The emissive color.
The red, green and blue channels define the emissive color (ColorF.R, ColorF.G and ColorF.B). The alpha channel is ignored ( ColorF.A).
Defaults to ColorF.Black.
Gloss
The material gloss.
Gloss is defined as micro-surface 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).
Defaults to 0.1
.
GlossMap
The gloss texture map, will be modulated with Gloss.
Gloss values are read from the red channel; all other channels are ignored.
LineThickness
The thickness to use for opaque line geometry.
At render time, the ILineFeatureLevels.FeatureLevel of the graphics context will be used to clamp the line thickness to the supported range.
Defaults to 1
.
NormalMap
Normal texture map.
The red, green and blue channels 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.
OcclusionMap
Ambient occlusion map.
Ambient lighting is modulated with the ambient occlusion values read from the occlusion map, i.e. an ambient occlusion value of 1 will result in full ambient lighting whereas a value of 0 will result in zero ambient lighting.
Ambient occlusion values are read from the red channel; all other channels are ignored.
OpacityMap
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; all other channels are ignored.
Reflectivity
The reflectivity value.
The red, green and blue channels define the reflectivity color and intensity of the material (ColorF.R, ColorF.G and ColorF.B). The alpha channel is ignored (ColorF.A).
Defaults to (0.04, 0.04, 0.04)
.
Translucency
The translucency value.
The red, green and blue channels define the translucency of the material when backlit ( ColorF.R, ColorF.G and ColorF.B). The alpha channel is ignored (ColorF.A).
Defaults to ColorF.Black.