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Material

The Material { } is a very complex subnode of the ScaledVersion { } node. It regulates the body's ScaledSpace material, and thus, is a crucial element in the formation of a body. Unfortunately, the subnode comes in three different formats, each depending on the value set in ScaledVersion/type. Therefore, three different examples will be given and types will be marked in the table.

Example

// Vacuum planet/moon
Material
{
	texture = Fruits/PluginData/Banana_colormap.dds
	normals = Fruits/PluginData/Banana_normalmap.dds
	color = 0.6, 0.7, 0.2, 1
	specColor = 0.5, 0.8, 0.7, 1
	shininess = 0.15
	
	resourceMap = Fruits/PluginData/Banana_resourcemap.dds
}

// Atmospheric planet/moon
Material
{
	texture = Fruits/PluginData/Blueberry_colormap.dds
	normals = Fruits/PluginData/Blueberry_normalmap.dds
	color = 0.2, 0.3, 0.65, 1
	specColor = 0.15, 0.2, 0.5, 1
	shininess = 0.215
	
	rimPower = 2.25
	rimBlend = 0.875
	Gradient
	{
		0.0 = 0.2,0.9,0.4,1.0
		0.05 = 0.5,0.7,0.2,1.0
		0.1 = 0.6,0.5,0.1,1.0
		0.2 = 0.2,0.2,0.0,1.0
		0.5 = 0.05,0.05,0.0,1.0
		1.0 = 0.0,0.0,0.0,1.0
	}
	
	resourceMap = Fruits/PluginData/Blueberry_resourcemap.dds
}

// Star
Material
{
	noiseMap = Fruits/PluginData/Watermelon_noisemap.dds
	emitColor0 = 0.245, 0.825, 0.675, 1
	emitColor1 = 0.36275, 0.75, 0.47365, 1
	sunspotTex = Fruits/PluginData/Watermelon_sunspotmap.dds
	sunspotPower = 0.75
	sunspotColor = 0.2875, 0.315, 0.0565, 1
	rimColor = 0.2875, 0.9085, 0.75, 1
	rimPower = 0.7925
	rimBlend = 2.25
}

NOTE: Vacuum = "V", Atmospheric = "A", and Star = "S".

PropertyFormatApplies to Type(s)Description
colorColorV, AThe main color of the body. Default is (1, 1, 1, 1).
specColorColorV, AThe specular color. Default is (0.5, 0.5, 0.5, 1).
shininessDecimalV, AThe size of the bright spot of sunlight reflecting off the body. The effect is obvious on oceans, but it is less noticeable on bodies without oceans. Default is 0.078125.
textureFile PathV, A(Also mainTex) The texture containing the ScaledSpace color map. Default is "White".
mainTexScaleVector2V, AThe scale of the color map.
mainTexOffsetVector2V, AThe offset of the color map.
normalsFile PathV, A(Also bumpMap) The texture containing the normal map. Default is "bump".
bumpMapScaleVector2V, AThe scale of the normal map.
bumpMapOffsetVector2V, AThe offset of the normal map.
opacityDecimalV, AThe opacity of the ScaledSpace material. Default is 1.
rampMapFile PathSThe texture containing the star's ramp map. Default is "White".
rampMapScaleVector2SThe scale of the ramp map.
rampMapOffsetVector2SThe offset of the ramp map.
noiseMapFile PathSThe texture containing the star's noise map. Default is "White".
noiseMapScaleVector2SThe scale of the noise map.
noiseMapOffsetVector2SThe offset of the noise map.
emitColor0ColorSThe first emission color. Default is (1, 1, 1, 1).
emitColor1ColorSThe second emission color. Default is (1, 1, 1, 1).
sunspotTexFile PathSThe texture containing the star's sunspots. Default is "White".
sunspotTexScaleVector2SThe scale of the sunspot texture.
sunspotTexOffsetVector2SThe offset of the sunspot texture.
sunspotPowerDecimalSThe power of the sunspots. Default is 1.
sunspotColorColorSThe color of the sunspots. Default is (0, 0, 0, 0).
rimColorColorSThe rim color. Default is (1, 1, 1, 1).
rimPowerDecimalA, SHow far from the rim of the sphere/planet the atmosphere rim will go. The lower the number, the greater the coverage. The higher the number, the closer to the edge of the sphere it will cling to. Default for "A" is 3, "S" is 0.2.
rimBlendDecimalA, SThe blend between the atmosphere and the rim. Default for "A" is 1, "S" is 0.2.
rimColorRampFile PathAThe texture containing the atmosphere's rim color ramp. Default is "White".
rimColorRampScaleVector2AThe scale of the rim color ramp.
rimColorRampOffsetVector2AThe offset of the rim color ramp.
GradientGradientAThe rimColorRamp, but explicitly defined through a gradient. The left value is the position on the gradient from 0 to 1, and the right value is the color at that position. 0 describes the side facing the local star, and 1 describes the side facing away from the local star. For a realistic gradient, the terminator value should be approximately at 0.1, whereas stock gradients have a terminator at 0.5.
localLightDirectionVector4AThe direction of the local light. Default is (1, 0, 0, 0).
resourceMapFile PathV, AThe texture containing the body's resource map. Default is "Black".
resourceMapScaleVector2V, AThe scale of the resource map.
resourceMapOffsetVector2V, AThe offset of the resource map.