Torque3D Documentation / _generateds / TerrainMaterial

TerrainMaterial

consoledoc.h

The TerrainMaterial class orginizes the material settings for a single terrain material layer.

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Public Attributes

float

A fixed value to add while blending using heightmap-based blending.Higher numbers = larger blend radius.

float

A fixed value to add while blending using heightmap-based blending.Higher numbers = larger blend radius.

float

Changes how far camera can see the detail map rendering on the material.

filename
assetIdString
float

Used to scale the detail map to the material square.

float

Exponentially sharpens or lightens the detail map rendering on the material.

filename
assetIdString
float

Used to scale the diffuse map to the material square.

bool

Should the roughness channel of the PBR Config map be inverted?

bool

Is the PBR Config map's image in sRGB format?

float

Changes how far camera can see the Macro map rendering on the material.

filename
assetIdString
float

Used to scale the Macro map to the material square.

float

Exponentially sharpens or lightens the Macro map rendering on the material.

filename

ðŒE

assetIdString
filename
assetIdString
float

Used to scale the height from the normal map to give some self occlusion effect (aka parallax) to the terrain material.

bool

Makes that terrain material project along the sides of steep slopes instead of projected downwards.

Detailed Description

The TerrainMaterial class orginizes the material settings for a single terrain material layer.

note:

You should not be creating TerrainMaterials by hand in code. All TerrainMaterials should be created in the editors, as intended by the system.

// Created by the Terrain Painter tool in the World Editor
new TerrainMaterial()
{
   internalName = "grass1";
   diffuseMap = "art/terrains/Test/grass1";
   detailMap = "art/terrains/Test/grass1_d";
   detailSize = "10";
   isManaged = "1";
   detailBrightness = "1";
   Enabled = "1";
   diffuseSize = "200";
};

Public Attributes

float blendHeightBase 

A fixed value to add while blending using heightmap-based blending.Higher numbers = larger blend radius.

float blendHeightContrast 

A fixed value to add while blending using heightmap-based blending.Higher numbers = larger blend radius.

float detailDistance 

Changes how far camera can see the detail map rendering on the material.

filename DetailMap 

y 6

assetIdString DetailMapAsset 

ðŒE

float detailSize 

Used to scale the detail map to the material square.

float detailStrength 

Exponentially sharpens or lightens the detail map rendering on the material.

filename DiffuseMap 

¨ç

assetIdString DiffuseMapAsset 

ðŒE

float diffuseSize 

Used to scale the diffuse map to the material square.

bool invertRoughness 

Should the roughness channel of the PBR Config map be inverted?

bool isSRGB 

Is the PBR Config map's image in sRGB format?

float macroDistance 

Changes how far camera can see the Macro map rendering on the material.

filename MacroMap 

y 6

assetIdString MacroMapAsset 

ðŒE

float macroSize 

Used to scale the Macro map to the material square.

float macroStrength 

Exponentially sharpens or lightens the Macro map rendering on the material.

filename NormalMap 

ðŒE

assetIdString NormalMapAsset 

ðŒE

filename ORMConfigMap 

XŒE.

assetIdString ORMConfigMapAsset 

ðŒE

float parallaxScale 

Used to scale the height from the normal map to give some self occlusion effect (aka parallax) to the terrain material.

bool useSideProjection 

Makes that terrain material project along the sides of steep slopes instead of projected downwards.