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gamedev:textureproperties:roughness_solidity_multiplier

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gamedev:textureproperties:roughness_solidity_multiplier [2019/05/09 08:36] – removed dragonlordgamedev:textureproperties:roughness_solidity_multiplier [2019/05/09 08:36] – created dragonlord
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 +{{tag>graphic skin texture roughness}}
 +<WRAP youarehere>
 +[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **roughness.solidity.multiplier**
 +</WRAP>
  
 +====== Skin Texture Property: roughness.solidity.multiplier ======
 +
 +Defines the multiplier for the roughness texture property mask.
 +
 +|Excepted Data Source|1 component value|
 +|Data Range|0 to 1|
 +|Default Value|1|
 +|Affected Modules|Graphic|
 +|Linked Properties||
 +
 +====== Description ======
 +
 +The **roughness.solidity.multiplier** texture property defines the multiplier for the **[[gamedev:textureproperties:solidity|solidity]]** texture property affecting the mask as used with decals. The decal mask defines the blending between each texel and the underneath geometry. The solidity is used as the mask. Using this texture property the influence of the solidity mask can be adjusted. This can be useful to alter the effect of the **[[gamedev:textureproperties:roughness|roughness]]** texture property independently of the other texture properties applied by a decal. For all other geometry types this texture property has no effect.
 +
 +The value is typically a single component value with the data in the range from 0 to 1. 0 represents 0% influence while 1 represents 100% influence of the **[[gamedev:textureproperties:solidity|solidity]]** texture property.
 +
 +The default value for this texture property is 1.
gamedev/textureproperties/roughness_solidity_multiplier.txt · Last modified: 2019/05/24 23:43 by dragonlord