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Firefly Material Cache Object

Firefly Material Cache Object

The Material Cache object is used to store and array a collection of materials that are used to "skin" a variety of nodes. Once one has set the material image and settings, you can reference said materials numerical position in the "array" in a "set material" action is most node objects.

Firefly Material Cache Object


The Material Cache object is used to store and array a collection of materials that are used to "skin" a variety of nodes. Once one has set the material image and settings, you can reference said materials numerical position in the "array" in a "set material" action is most node objects.

 

Actions

  • Add a new material - creates a new material at the next available material index slot. Requires you give it a name using the expression editor.

  • Copy a material - Allows using a materials index value to copy it’s contents into another material slot by selecting the new slots index.

  • Remove a material - Remove a material from the Cache by selecting the materials index value

  • Edit Material - Allows you to edit the properties of a specific material

    • Set a material’s name - allows you to set a existing material’s name

    • Set a material type - Allows a user to set or change the display type of a material, kinda like a ink effect in some regards. For instance you can change it from Solid to Transparent Add. First select the material index value, then using a exact string match, identify which type to change to (Ex: “Solid”)

    • Set a material’s data type one - Sets an alterable value for a specific material

    • Set a material’s data type two - Sets the second alterable value for a specific material

    • Textures (1 - 4)

      • Render Target - Whether or not this texture is a target for “Render to texture” action inside the Firefly Engine.

      • Render Target Texture Size -The size of the render texture.

      • Load Image from file - Using an image selection dialog or a expression manually display a external image in the material slot

      • Load Image from Surface Object - Replace a material with a selected image from a Surface object  

      • Set Anisotropic Filter -

      • Linear Filter - Sets the type of resampling / quality of the texture when resized.

      • Texture Wrap -

      • Set Mipmap Level of Detail Bias -

    • Set Ambient Colour - The color when the object is in shadow

    • Set Diffuse Colour - The base color of the material

    • Set Specular Colour - The color of the object at direct light

    • Set Emissive Colour - The color of the object that the material emits by itself

    • Set Shininess -

    • Set Thickness -

    • Anti Aliasing - The type of anti-aliasing that will be used for the material

    • Vertex Colour Material -

    • Render Red Mask - Sets whether or not to render the colour red

    • Render Green Mask - Sets whether or not to render the colour green

    • Render Blue Mask - Sets whether or not to render the colour blue

    • Frontface Culling - When on, the front of each face (outside of mesh) will be removed

    • Backface Culling - When on, the back of each face (inside of mesh) will be removed

    • Fog - When on, the material will be affected by the fog

    • Gouraud Shading - When on, the material will smooth the light on each connected vertices

    • Lighting - When on, adds light and shadow to the material

    • Normalize Normals - Normalises faces after scaling

    • Point Cloud -

    • Wireframe - When on, lines between vertices are only rendered

    • Z Write -

    • Z Buffer - Sets how should the material be rendered, either in front or sent to back. Defaults to Less Equal.

    • Use a Shader -

    • Shader Settings -

 

Conditions

  • On set shaders constants -

  • First Texture is Render Target - Checks if the texture is a target for the “Render to target” action from the Engine object

  • Second Texture is Render Target -

  • Third Texture is Render Target -

  • Fourth Texture is Render Target -

  • Render Red Mask - Checks if “Render Red Mask” is checked

  • Render Green Mask -

  • Render Blue Mask -

  • Render Alpha Mask -

  • Is Frontface Culling Enabled - Checks if the front of each face is removed

  • Is Backface Culling Enabled - Checks if the back of each face is removed

  • Is Fog Enabled - Checks whether the material is affected by fog

  • Is Gouraud Shading Enabled - Checks if the material smooths out faces

  • Is lighting Enabled - Checks if the material has light and shadow

  • Is Normalized Normals Enabled -  Checks if the material normalises each face after scale

  • Draw as Point Cloud -

  • Draw as Wireframe - Checks if the material draws only lines between vertices.

  • Is Z Write Enabled -

  • Uses a Shader -

 

Expressions

  • Get a Material - Returns the fixed value of a specific material, identified by index.

  • Get number of Materials - Returns the number of materials currently inside the cache.

  • Get a Material’s index - Returns the index of the Material, found by its name.

  • Get a Material’s Name - Returns the name of the Material, found by its index.

  • Get a Material’s Type -

  • Get a Material’s Type Data One -

  • Get a Material’s Type Data Two -

  • Textures -

  • Get Ambient Colour -

  • Get Diffuse Colour -

  • Get Specular Colour -

  • Get Emissive Colour -

  • Get Shininess -

  • Get Thickness -

  • Get Anti Aliasing -

  • Get Vertex Colour Material -

  • Get Z Buffer -

  • Get Loaded Vertex Shader string -

  • Get Loaded Pixel Shader string -

  • Get Vertex Shader Entry Point -

  • Get Vertex Shader Compile Target -

  • Get Pixel Shader Entry Point -

  • Get Pixel Shader Compiled Target -

  • Get On Shader Constant Material Index -

  • Get On Shader Constant Node’s Fixed Value -




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