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9.2 Fileformat example for Material files (.mhmat)

Materials are represented in a certain format and placed in .mhmat files.

name ww-corsage description Ww_corsage material ambientColor 0.517647058824 0.517647058824 0.517647058824 diffuseColor 1.0 1.0 1.0 emissiveColor 0.0 0.0 0.0 metallicFactor 1.0 roughnessFactor 1.0 transparent False alphaToCoverage True backfaceCull False diffuseTexture ww_corsage.png normalmapTexture ww_corsage_normals.png normalmapIntensity 0.36 aomapTexture ww_corsage_ao.png aomapIntensity 1.72 metallicRoughnessTexture ww_corsage_mr.png shader pbr

Legend
Colors are used in RGB order, each value has a range of 0.0 to 1.0.

key Description
tag The tags added to the material can be used for filtering.
name Name of the material.
description Description to explain what the material is used for.
license Licence of the material (optional).
author Author of the material (optional).
ambientColor Grey-scale (3 identical values for red, green and blue), used with no ambient occlusion map.
diffuseColor Base color used as RGB, used when no diffuse texture is given.
emissiveColor Emission color used as RGB, used when no emission texture is given and emission color is not black.
aomapTexture Ambient occlusion texture, a method to use ambient light, this is usually a grey map. So only one channel is used.
diffuseTexture Diffuse texture for the used colors (optional).
emissiveTexture Texture for illumination (optional).
metallicRoughnessTexture A standard method using green channel for roughness and blue channel for metallic entry.
normalmapTexture Normal map to simulate higher detail by colors.
aomapIntensity Intensity of the ambient occlusion map, without map ambient occlusion from a grey-scale 1.0 is normal, up to 2.0
emissiveFactor Intensity of light. 0-255 will be recalculated to 0-1.
metallicFactor metallic factor of a material, in case of a given texture it is 1.0 which is the value how much the metallic texture is used.
normalmapIntensity Intensity of the normalmap.
roughnessFactor Roughness factor of a material, in case of a texture it is 1.0 which is the value how much the roughness texture is used.
colorationMethod Used to easily recolor assets. 0: off, 1: hue-to-fixed, 2: desaturate + color multiply.
colorationColor Color used as RGB for coloration.
shader shader type, available are pbr, toon, phong and litsphere.
shaderParam litsphereTexture A default litsphere map for litsphere shader, no effect for other shaders.
alphaToCoverage Parameter to be used when having multiple transparent layers (classical used for hair).
transparent Shader should use alpha channel, because material is transparent.
backfaceCull Material used for front and backside (false: both sides are visible).