This material changes the color of another material.
In Material, set the material to cast the effect on.
Then choose a color in the Color property.
You can type in the RGB value manually, or if you press the "..." button you can
choose the color with the Windows Color Dialog Box.
With the Pick button, you can pick the color in any of the editor views with a dropper.
- The white color leaves the original texture unchanged,- and the darker the color the darker the texture becomes. - This is a quick and inexpensive way to create a Material that is one solid color. By itself it is not terribly useful, but it can be used with a Combiner Material to create such effects as tinting existing textures or specifying an Opacity to create translucent textures without wasting substantial texture memory. ![]() - This can make a texture to move from side to side, or shrink and grow all the time. Again, first set the material you want in the Material property. - With UOscillationRate and VOscillationRate, you can set the number of oscillations per second, U is for the horizontal movement and V for the vertical movement. For example if you set UOscillationRate to 0.1, the texture will go from left to right and back to left in 10 seconds. - You can also use negative numbers, this makes the movement start in the opposite direction. Combinations of a different U and V make the material to follow sinuous curves. - UOscillationPhase and VOscillationPhase determinate where the animation starts. 0 represents the start of the animation, 0.5 is halfway, here the material is in the center again, and 1 is the end of it (and the start of a new cycle). - UOscillationAmplitude and VOscillationAmplitude determinate how much the texture will move from left to right / up and down, or how much it'll shrink and grow. - With UOscillationType and VOscillationType you can set what the material will do in the U or V direction: OT_Pan makes it to move from side to side, and OT_Stretch makes it to grow and shrink. ![]() - This continiously pans the texture in one direction. Again set a material in Material. PanRate determinates the speed of the panning, for example 0.5 means the complete texture will be one tile further after two seconds. Use negative values to make it pan in the other direction. - In PanDirection you can set the direction of the movement, but this is not working as expected yet. Try to set Yaw to 9999 to see some difference. ![]() - This rotates a texture around one point. Set a material in Material, and then you can set the Pitch, Roll and Yaw values in Rotation. Only Yaw is really useful, because Pitch and Roll try to rotate the texture in a 3rd dimension that the texture doesn't have so it looks rather weird. - If ConstantRotation = False, the Rotation determinates the rotation of the texture, but the texture stays still. A Yaw of 65536 rotates the texture 360° so it's back at its original position. 16384 rotates the texture 90° counterclockwise and -16384 rotates it 90° clockwise. - If ConstantRotation = True, the texture will rotate all the time, a Yaw of 65536 then means 1 rotation per second, and 16384 means one rotation every 4 seconds. A positive Yaw makes it rotate counterclockwise and a negative Yaw clockwise. ![]() You can also make EnvironmentMaps rotate with the TexRotate, if you put a TexEnvMap in Material. Now also Pitch and Roll do something useful, so you can make the EnvironmentMap rotate around the 3 axes. You can now use the TexRotate in the Specular setting of Shaders. - The TexScaler can scale a material. Put a material in Material, and then you can scale it horizontally with UScale and vertically with VScale. For example if you set VScale to 3, the texture will be stretched vertically so it becomes three times higher. - In UOffset and VOffset you can set the number of pixels to move the texture away from the center. - This allows you ti keep the original texture intact. |