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==== Basic surface setting ==== Ambient[]={0.9,0.9,0.9,1}; multiplies color values (color texture R,G,B,A) of the surface that is not lit by main directional light. Diffuse[]={0.9,0.9,0.9,1}; multiplies color values of the surface that lit by main directional light. ForcedDiffuse[]={0,0,0,0}; those values help to simulate so called '''Translucency'''. Part of the diffuse lighting that is reflected on surface in shadow. It works similar to ambient but wit different component of lighting. Unfortunately some shaders don't work well with forcedDiffuse. Ambient[]={1,1,1,1}; Diffuse[]={0.5,0.5,0.5,1}; ForcedDiffuse {0.5,0.5,0.5,0} This combination makes same result as old vertex property '''Half Lighted''' (surface is lit the same from all sides, it appears flat) For foliage surfaces there are special shaders that use also forcedDiffuse Alpha value setting for calculating how much light goes through (1= all). emmisive[]={0,0,0,0}; Also called '''Luminescence'''. Values give amount of light that surface shines by himself. Use it for light-sources. It will appeal shining but will not lit anything around. specular[]={0.3,0.3,0.3,0}; Used for making so called '''hotspot''' (in max it is Specular level+specular color). It is part of the light that is reflected from surface. Specular is calculated poer vertex or per pixel depending od specific shader. specularPower=40; Also called '''Glossiness'''. Defines how sharp the hot-spot will be. Some shaders use IRRADIANCE TABLE instead of this value. [[Image:MaterialSettings.jpg]] '''All above mentioned settings can be calculated in some shaders per pixel using effect bitmaps.''' '''All components are together used in calculation of surface shading:''' '''pixel RGB on screen =''' ((RVMAT ambient * RGB texture * Environment ambient) + (RVMAT diffuse * RGB texture * Environment diffuse * light direction) + (RVMAT forced diffuse * RGB texture * Environment diffuse) + RVMAT emissive material * RGB texture + (RVMAT specular * Environment diffuse * light direction) Color values are usually in range 0-1, but it can be more. ARMA engine calculates light in high dynamic range, with values exceeding 0-255 RGB depth. Final RGB in monitor is calculated for each frame depending od eye/optics Aperture (shutter) settings [[http://community.bistudio.com/wiki/setAperture]]. Realistic surfaces do not reflect 100% of incoming light. The more light is reflected as specular the less diffuse it has. Sum of diffuse, forced diffuse and reflected light should not exceed 1 BUT this is not true on ArmA real-time materials that do render just sunlight hot-spot and miss environmental light. Diffuse for many usual surfaces is between 40%-80%. If you aim for maximum realistic surface settings, study photoreference. RVMAT settings allow you to put as much color range as possible in texture and than modify it to realistic values with maximum dynamic range. Realistic surfaces usually reflect directional and scattered light the same way - Diffuse and Ambient are equal. ARMA engine has environment settings with values for diffuse and ambient (scene contrast) based on real world light recording. [[Color Calibration]]. It is not wise to compensate contrast in material settings. Lower diffuse values are used for spongy materials (some light is transfered to forceDiffuse). Lower ambient values can be used on surfaces where global ambient should be reduced, such as Interiors. It is usually made using Ambient Light maps. ===== Specular color ===== Usually we set RGB values color neutral. But sometimes it is effective to tint color in rvmat. Most obvious it is in specular settings of some glossy metal surfaces. If I want a specific color, I count: '''X= B/(Sp*Db)''' '''B'''.. desired color of hot-spot '''Sp'''.. actual Specular setting of hot-spotmaterial '''Db'''.. color of environment light (Ambient and Diffuse change during day and overcast) O2 environment editor shows actual colors used in buldozer preview. '''X''' ..number that i use to multiply Specular to get desired color.
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