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Material Experiments, No fancy Shaders, Just Plain ol T3D

by Ron Kapaun · 06/26/2014 (12:46 pm) · 9 comments

Howdy all,

Well most of you know I have been going on and on about using T3D and thinking 'outside' the box. When I look back on my past posts and such I realized that I have never really taken the time to 'show' what I mean. With this in mind, Here are some screenshots of some materials and the 'material file' that I created.

Nope.... Not a single shader present here. I am just using the material editor a bit differently. Here are the materials in T3D (stock) that I am placing showing the .material files for each one. Yeah, I know they are 'simple' but, I have seen request after request for these or similar effects, most wanting shaders to pull it off. Why use shaders when the stock mat tool can be used for some amazing effects. (as long as you think 'outside the box!)

BASIC MARBLE MATERIAL:

3tdstudios.com/images/blogs/MarbleBase.jpg.

THE MAT:

singleton Material(TextureCube_CubeMat)
{
mapTo = "CubeMat";
diffuseColor[0] = "0.996078 0.996078 0.996078 1";
specular[0] = "1 0.556863 0 1";
specularPower[0] = "10";
translucentBlendOp = "None";
diffuseColor[1] = "1 1 1 0.676";
diffuseMap[1] = "009marbre.png";
specularPower[1] = "96";
specularStrength[1] = "0.686275";
pixelSpecular[1] = "0";
useAnisotropic[1] = "1";
doubleSided = "1";
cubemap = "ReFlex_01Cubemap";
normalMap[0] = "marbre_NRM.png";
specularMap[1] = "marbre_SPEC.png";
materialTag0 = "Miscellaneous";
};

BASIC CAR PAINT MAT:

3tdstudios.com/images/blogs/CarPaintBase.jpg.
THE MAT:

singleton Material(TeaPot_01_TeaPostText)
{
mapTo = "TeaPostText";
diffuseColor[0] = "0.996078 0.992157 0.992157 1";
specular[0] = "0.2 0.423529 0.545098 1";
specularPower[0] = "126";
translucentBlendOp = "None";
diffuseColor[1] = "0.996078 0.992157 0.992157 0.618";
diffuseMap[1] = "Red_Base.png";
specularPower[1] = "26";
specularStrength[1] = "1.56863";
pixelSpecular[1] = "1";
doubleSided = "1";
useAnisotropic[1] = "1";
cubemap = "ReFlex_01Cubemap";
specular[1] = "0.996078 0.6 0.545098 1";
specularStrength[0] = "1.37255";
pixelSpecular[0] = "1";
useAnisotropic[0] = "1";
subSurface[1] = "1";
subSurfaceColor[1] = "0.639216 0.870588 0.996078 1";
materialTag0 = "Miscellaneous";
subSurfaceRolloff[1] = "0.4";
alphaRef = "0";
};

BASE METAL (BRASS)

3tdstudios.com/images/blogs/ShineyBrass_01.jpg.

THE MAT:

singleton Material(TextureSphere_01_ColorEffectR154G215B229_material)
{
mapTo = "ColorEffectR154G215B229-material";
diffuseColor[0] = "0.992157 0.992157 0.992157 1";
specularPower[0] = "55";
translucentBlendOp = "None";
cubemap = "ReFlex_01Cubemap";
diffuseColor[1] = "0.992157 0.992157 0.992157 0.539";
specular[1] = "0.996078 0.996078 0.996078 1";
specularPower[1] = "16";
specularStrength[1] = "1.56863";
useAnisotropic[0] = "1";
doubleSided = "1";
alphaTest = "0";
alphaRef = "0";
specularStrength[0] = "0.2";
pixelSpecular[0] = "1";
specular[0] = "0.996078 0.996078 0.992157 1";
useAnisotropic[1] = "1";
pixelSpecular[1] = "0";
diffuseMap[1] = "Base_Brass.png";
specularMap[1] = "Base_Brass_SPEC.png";
diffuseMap[0] = "004metal.png";
normalMap[0] = "004metal_NRM.png";
materialTag0 = "Miscellaneous";
};

BASIC CHROME:

3tdstudios.com/images/blogs/Chrome_01.jpg.

THE MAT:

singleton Material(TorusKnot_01_ColorEffectR177G148B27_material)
{
mapTo = "ColorEffectR177G148B27-material";
diffuseColor[0] = "0.996078 0.996078 0.992157 1";
specularPower[0] = "36";
translucentBlendOp = "None";
diffuseColor[1] = "1 1 1 0.349";
diffuseMap[1] = "niro.png";
specularPower[1] = "1";
specularStrength[1] = "5";
pixelSpecular[1] = "1";
useAnisotropic[1] = "1";
cubemap = "ReFlex_01Cubemap";
specularStrength[0] = "5";
specularMap[1] = "niro.png";
materialTag0 = "Miscellaneous";
doubleSided = "1";
};

Very simple but, not bad for the effect I was after....

And last but not least.... I want to STRESS the importance of masks and .png and .dds files. They are essential to making materials in T3D. Forget the dang .jpg format. You have 4 layers that you can play with. Let's see what you can do!

Give a shout out and I will post the original mat files along with the source stuff. If not, I hope you gained a little insight into how this can all work.

Hope you enjoy.

Ron



#1
06/26/2014 (6:22 pm)
Nice use of materials and cubemaps, Ron. Just goes to show that not all fancy effects require performance punishing shaders - though if you whack cubemaps on everything without LODing it out you might see performance take a swallow dive. ;)
#2
06/26/2014 (10:42 pm)
That marble, WHAT IS THIS SORCERY!?
#3
06/27/2014 (2:38 am)
Yes please - post the original mat files along with the source stuff
Great stuff (thanks for the post)
#4
06/27/2014 (4:59 am)
Cool stuff, thanks Ron!
#5
06/27/2014 (7:15 am)
Sweet stuff, as usual. Thanks Ron!
#6
06/27/2014 (7:23 am)
Yeah RON great use of the default stock setting in the material editor. I'm sure I could find them useful..Of course the source stuff wouldn't hurt either..
Thanks for sharing!!
#7
06/28/2014 (3:46 am)
Those materials look really nice! Tho I've got to ask, why are the materials double-sided?
#8
06/28/2014 (4:35 am)
I wonder how the cube maps look like.
#9
09/07/2014 (11:27 am)
@ron any updates?