Close:
Closes the Edit Face Pane keeping all edits (this is the same result as using the
close window button at the top-right of the pane).
Material Properties
Direct Shader
Click on the value to show a button that will prompt with the
SelectDirectXShader. Shaders control the rendering of a material and most of
the properties below are inputs to the Shader.
Texture Map:
Takes you to the Texture Browser allowing you to preview/change the primary
texture map for the material, for most shaders this is the diffuse texture map.
Bias
Controls the level of mipmap when rendering. Mipmaps are the levels of detail
usually included in a texture map. A positive number will force the material to
be rendered with lower level of detail. Negative values will cause the the
material to be rendered with higher level of detail
Mip Mapping
Switches on/off Mip-mapping. Switch to off if only the top level of the texture is
to be displayed
Secondary Texture
Maps
Expands to allow other texture maps to be assigned.
If a Texture Map is blank
with a magenta box then it
is a map required by the
shader for the material.
If the Texture Map is
bordered with a blue box
then it is not needed by
the shader for rendering
but is available for
exporting to such formats
as FBX and the Map Type
can be set.
Diffuse/Ambient
RGB:
Rarely set to anything other than white (ffffff). Clicking on the value will display
a button allowing color selection by a color picker dialog box
Specular RGB:
Used only in materials with a shader including specular lighting, nearly always
white or near to white.
Specular Power:
Only for a specular shader, the shininess of a material from 1 to 100. Higher
values cause the material to reflect more of the light while small values will
concentrate the reflection to a small spotlight.
Fresnel Values
Only used with specular lighting and used by very few shaders.
Emissive RGB
The glowing color of a material, if not black the material will be a light of some
form.
No Clip
Faces in this material are not clipped and everything is drawn over them They
are background materials and only have a meaning for ISI format sims.
Double Sided
. Faces, using this material, are to be seen from both sides
Render Target
Render Target materials are special materials which can have other texture
maps drawn over them.
Glass
Glass materials are drawn last after the shadows cast by faces of other
materials. Note that this attribute is not correctly rendered in 3DSimED3
Frame Buffer:
Used for TV screens, the diffuse map is replaced by a camera view. In
3DSimED3 the present view is used
Cube Blend:
Only used when a cube map or reflection map is used by the shader. This
controls the blending of the cube or reflection map.
Alpha Sort Map:
Used by rF2materials, to control Z-buffering of materials. See ISI's
documentation for an explanation.
Animation:
Animation is only for ISI format sims. Movie animation is for .BIK movies,
3DSimED3 cannot play .BIK animations. Cycle animations are continuous,
Cycle Skip 0 skips the first frame until the animation stops - then it holds, One
shot plays the sequence once, Pendulum also goes back through the
sequence, Transient plays once and then the material is not displayed, Event
animations have special names to trigger the animation, and Lerp animations
are special animations that can be used to control sky transitions.
Setting the Animation to anything but 'None' will present two more properties:
Frames and Frequency.
Frames is the sequence of texture maps that will be used, and the number is
used in the texture map naming. A frame sequence 0,1,2,0 with primary map
sky.dds will use maps sky00.dds, sky01.dds, sky02.dds, sky00.dds.
Frequency is the delay in seconds between the frames.