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$phongboost - gives a sort of 'wet' texture
$phongexponent - when used with the above, adds like a sweaty skin shine to the TF2 models. Obviously gotta play around with numbers.
I like the colour and envmaptint ones, will have to try those out!
seperates the envmapmask from the phongmask. making it effectively 2.
$phongalbedotint 1
metal colors. used with phongexponenttexture's green channel as intensity.
$selfillum 1
$selfillumtint "[r g b]"
glow and superglow using hdr (1.0+) values.
$selfillummask "texture"
seperate mask for diffuse (basetexture) independant selfillum colors.
$emissiveblendenabled 1
$emissiveblendstrength 1
$emissiveblendbasetexture "texture"
$emissiveblendtexture "texture"
$emissiveblendflowtexture "texture"
$emissiveblendtint "[8 8 8]"
$emissiveblendscrollvector "[.23 .17]"
the holy grail of color ramping effects. :D
Thanks. Mind giving a brief explanation for each one? or how to use these? Are they strings, floats, vectors?
I'll add these to original post so others can see.
~~~~~
Any mention of $basetexture really needs to be accompanied by $bumpmap (for overriding normal maps, assuming you can make your own) and $iris (similar to basetexture, but for overriding the EyeRefract shader).
$ambientocclusion <float> can be used to adjust the level of ambient occlusion on specific materials (it can be set anywhere between 0 and 1). While generally you would do this in the specific VMTs, there are times it's useful to adjust for a specific scene.
These ones require some set-up in the VMTs (as they need to exist in order to be overridden), but they are potentially very powerful:
$detail <string>
$detailscale <float>
$detailblendfactor <float>
The effects of this can be seen here:
http://steamcommunity.com/sharedfiles/filedetails/?id=1210519883
The heart pattern on the clothes is a secondary "detail" texture layered over the basic white texture, allowing me to use one folder of seamless patterns across any number of clothing items - rather than needing to make a new texture for every individual piece of clothing I want to use it on, I can just make one texture and immediately use it on everything I've got set up to use detail textures (which could be T-shirts, tank-tops, underwear, duvets, curtains, carpets, wallpaper, etc, etc).
These aren't the only parameters I use in material overrides, but they are probably the most generally useful (things like $selfillum parameters are more specific in what I use them for).
So just to be clear, $detail lets you superimpose a texture on top of something to basically combine the two together (the new texture with the original texture)?
$detail scale let's you increase or decrease the size of the superimposed texture?
and $detailblendfactor is the amount of oppacity between the new texture and the original? Literally the amount of blend right?
It's normally intended to fake additional detail in textures while keeping the file size small - one example would be tiling a "rough" texture over the top of a brick texture so that the main texture does the work from a distance, with the detail texture stopping it looking completely blurry if you get too close.
i edit. pretty selfexplaining stuff.
that's emissiveblend. can be used on a lot of things. transparent and whatever. awesome sauce.
https://youtu.be/7psFOD3smHc
maybe i should do a $flesh effect transition too. that's the other sauce.
https://youtu.be/PnkT6C9Ose8?t=40s
This is what i took away from this. ._.
well... it's not an effect that may be needed often. it's as useful as $subd. heavily modelling constrained. so... i may just snip it? mmh. yep. lol
yeah but most of the models are triangles, and remodeling it to quads would be epic pain :)
By metallic, do you mean metalness?
Something like that. I am using a Mario model that has very smooth buttons, and I'm trying to make them have a metal-like texture so they'll be more realistic. I know the solution to my problem is probably super easy but I can't figure out what to do lol