Firefly/ff material
From Quasar-RCE
Firefly Material Cache Object
The Material Cache object is used to store and array a collection of materials that are used to "skin" a variety of nodes. Once one has set the material image and settings, you can reference said materials numerical position in the "array" in a "set material" action is most node objects.
Actions
- Add a new material - creates a new material at the next available material index slot. Requires you give it a name using the expression editor.
- Copy a material - Allows using a materials index value to copy it’s contents into another material slot by selecting the new slots index.
- Remove a material - Remove a material from the Cache by selecting the materials index value
- Edit Material - Allows you to edit the properties of a specific material
- Set a material’s name - allows you to set a existing material’s name
- Set a material type - Allows a user to set or change the display type of a material, kinda like a ink effect in some regards. For instance you can change it from Solid to Transparent Add. First select the material index value, then using a value from the material table below enter the new type.
- Set a material’s data type one - Sets an alterable value for a specific material
- Set a material’s data type two - Sets the second alterable value for a specific material
- Textures (1 - 4)
- Render Target - Whether or not this texture is a target for “Render to texture” action inside the Firefly Engine.
- Render Target Texture Size -The size of the render texture.
- Load Image from file - Using an image selection dialog or a expression manually display a external image in the material slot
- Load Image from Surface Object - Replace a material with a selected image from a Surface object
- Set Anisotropic Filter -
- Linear Filter - Sets the type of resampling / quality of the texture when resized.
- Texture Wrap -
- Set Mipmap Level of Detail Bias -
- Set Ambient Colour - The color when the object is in shadow
- Set Diffuse Colour - The base color of the material
- Set Specular Colour - The color of the object at direct light
- Set Emissive Colour - The color of the object that the material emits by itself
- Set Shininess -
- Set Thickness -
- Anti Aliasing - The type of anti-aliasing that will be used for the material
- Vertex Colour Material -
- Render Red Mask - Sets whether or not to render the colour red
- Render Green Mask - Sets whether or not to render the colour green
- Render Blue Mask - Sets whether or not to render the colour blue
- Frontface Culling - When on, the front of each face (outside of mesh) will be removed
- Backface Culling - When on, the back of each face (inside of mesh) will be removed
- Fog - When on, the material will be affected by the fog
- Gouraud Shading - When on, the material will smooth the light on each connected vertices
- Lighting - When on, adds light and shadow to the material
- Normalize Normals - Normalises faces after scaling
- Point Cloud -
- Wireframe - When on, lines between vertices are only rendered
- Z Write -
- Z Buffer - Sets how should the material be rendered, either in front or sent to back. Defaults to Less Equal.
- Use a Shader -
- Shader Settings -
Conditions
- On set shaders constants -
- First Texture is Render Target - Checks if the texture is a target for the “Render to target” action from the Engine object
- Second Texture is Render Target -
- Third Texture is Render Target -
- Fourth Texture is Render Target -
- Render Red Mask - Checks if “Render Red Mask” is checked
- Render Green Mask -
- Render Blue Mask -
- Render Alpha Mask -
- Is Frontface Culling Enabled - Checks if the front of each face is removed
- Is Backface Culling Enabled - Checks if the back of each face is removed
- Is Fog Enabled - Checks whether the material is affected by fog
- Is Gouraud Shading Enabled - Checks if the material smooths out faces
- Is lighting Enabled - Checks if the material has light and shadow
- Is Normalized Normals Enabled - Checks if the material normalises each face after scale
- Draw as Point Cloud -
- Draw as Wireframe - Checks if the material draws only lines between vertices.
- Is Z Write Enabled -
- Uses a Shader -
Expressions
- Get a Material - Returns the fixed value of a specific material, identified by index.
- Get number of Materials - Returns the number of materials currently inside the cache.
- Get a Material’s index - Returns the index of the Material, found by its name.
- Get a Material’s Name - Returns the name of the Material, found by its index.
- Get a Material’s Type -
- Get a Material’s Type Data One -
- Get a Material’s Type Data Two -
- Textures -
- Get Ambient Colour -
- Get Diffuse Colour -
- Get Specular Colour -
- Get Emissive Colour -
- Get Shininess -
- Get Thickness -
- Get Anti Aliasing -
- Get Vertex Colour Material -
- Get Z Buffer -
- Get Loaded Vertex Shader string -
- Get Loaded Pixel Shader string -
- Get Vertex Shader Entry Point -
- Get Vertex Shader Compile Target -
- Get Pixel Shader Entry Point -
- Get Pixel Shader Compiled Target -
- Get On Shader Constant Material Index -
- Get On Shader Constant Node’s Fixed Value -
Material Types
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