Firefly/ff material

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Revision as of 03:58, 21 June 2025 by Tasella-Wa Tudina (talk | contribs) (Created page with "== 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 express...")
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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

Fill in data here