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Vmt auto sales5/16/2023 ![]() ![]() ![]() Unlike brush specular, it takes into account the light color, so it's best to leave it white/grey unless you want a special effect like colored metal. Tint works the same as in Reflection group, you can also use diffuse color to tint the whole phong highlight. Better explained here I find a good value to start with is 0.5 0.8 1. X is looking 90° at the material Y means 45° and Z is 0°. You can switch the mask to base alpha or normal alpha mask (uses same parameter as reflection, you can only use one).įresnel controls the visibility of the highlight at certain angles. Glossiness controls the size of the highlight, smaller values mean bigger highlight.īrush specular also uses diffuse luminosity for mask as default, you can control the contrast and brightness with the next set of sliders. Last value should generally be left alone as it brightens and darkens the whole material. Since it doesn't take the color of the light environment into account, it looks best if you use the color of the sun. With amount you can control the color as well as power of the specular reflection. This is for LightmappedGeneric, only works in CS:GO. This one is different depending on selected shader. You can control the power with the tint slider. Light influence and Anisotropy are new parameters introduced in Nuke update, explained here: įor glowing textures, uses diffuse alpha channel by default. Fresnel controls the visibility of reflection depending on the angle 1 means default behavior, 0 is no reflection when looking perpendicular and full when looking horizontal. For saturation 1 is default and 0 is black and white, for contrast 0 is default and 1 is most contrast. Tint controls the intensity of the reflection with the slider or its color with the pick color dialog. ![]() For the reflection mask you can also specify separate texture in the mask line (only works with no bump map) or use either diffuse (base) or normal map alpha channel. This if for cubemap reflections, you can use auto generated cubemaps with the Use cubemap checkbox or specify your own custom cubemap in the Reflection: line. Seamless scale doesn't work with normal maps, only ssbump. Here you can add a lightwarp texture, control reflectivity of the material or use seamless scale for displacements. Blend tint by base alpha uses diffuse alpha channel as color tint mask (works only on models in CS:GO). Color is for LightmappedGeneric and color 2 for VertexLitGeneric. Default detail blend mode is similar to overlay, meaning neutral gray has no effect. Note that non-uniform scale is not implemented yet. Should be pretty self explanatory, adds a detail texture over the whole material, scales higher than 1 mean smaller than diffuse and lower than 1 mean larger than diffuse. Check Decal if you plan to use the material as decal or overlay. Additive doesn't need an alpha channel, black is see through and white is solid (like Photoshop). You can control the cutoff point with threshold. Transparency is smooth but has sorting issues that alpha test solves, but has hard edges - used for foliage and such. Opacity controls the overall opacity of material, transparent and alpha test use diffuse alpha channel. Top-to-bottom these groups are: Transparency, Detail, Color, Other, Reflection, Self Illumination, Specular and Misc. menu item, or you can add any missing parameters under the Additional parameters tab. This is the toolbar that contains shortcuts for the most used parameter groups, I use only these in 95% of cases. Most of the time this would be either LightmappedGeneric for brush textures and decals, WorldVertexTransition for displacement blend materials or VertexLitGeneric for model materials. Here you select the shader, depending on the use of your material. Department of Transportation (DOT)/EPA rulemaking on Greenhouse Gas Emissions Standards and Fuel Efficiency Standards for Medium- and Heavy-Duty Engines and Vehicles uses categories and weights for Heavy-Duty Vehicle Classes 2b through 8, similar to the FHWA weight classes.Here's a quick explanation for some of the parameters: Within the Heavy-Duty class, there is a Medium Heavy Duty Diesel Engine class for engine-only certification, but no Medium-Duty Vehicle class. EPA classifies vehicles as Light Duty (GVWR 8,501 lb). EPA defines vehicle categories, also by GVWR, for the purposes of emissions and fuel economy certification. FHWA categorizes vehicles as Light Duty (Class 1-2), Medium Duty (Class 3-6), and Heavy Duty (Class 7-8). GVWR includes total vehicle weight plus fluids, passengers, and cargo. These classes, 1-8, are based on gross vehicle weight rating (GVWR), the maximum weight of the vehicle, as specified by the manufacturer. The vehicle weight classes are defined by FHWA and are used consistently throughout the industry. These charts illustrate the vehicle weight classes and categories used by the Federal Highway Administration (FHWA), the U.S. ![]()
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