TransparentMaterials
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This is the entry for the TransparentMaterial
TransparentMaterials are a subcategory of normal Space Engineers materials. Their definitions contain additional parameters to enable finer control over aspects of how the material is displayed ingame.
In order to assign a TransparentMaterial definition to a “normal” material, the TransparentMaterial’s SubtypeId and the material’s Name must match.
Wrapper & Entry Example
<?xml version="1.0"?>
<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<TransparentMaterials>
<!-- One or more TransparentMaterial entries are placed here. -->
</TransparentMaterials>
</Definitions>
A typical TransparentMaterials.sbc entry
<TransparentMaterial>
<Id>
<TypeId>TransparentMaterialDefinition</TypeId>
<SubtypeId>GlassInside</SubtypeId>
</Id>
<AlphaMistingEnable>false</AlphaMistingEnable>
<AlphaSaturation>1</AlphaSaturation>
<CanBeAffectedByOtherLights>true</CanBeAffectedByOtherLights>
<IgnoreDepth>false</IgnoreDepth>
<SoftParticleDistanceScale>1</SoftParticleDistanceScale>
<Texture>Textures\Particles\SquareWindowDirtInside_ca.dds</Texture>
<GlossTexture>Textures\Models\Cubes\Chrome_ng.dds</GlossTexture>
<UseAtlas>false</UseAtlas>
<NeedSort>true</NeedSort>
<UVOffset>
<X>0</X>
<Y>0</Y>
</UVOffset>
<UVSize>
<X>1</X>
<Y>1</Y>
</UVSize>
<Color>
<X>0.73</X>
<Y>0.73</Y>
<Z>0.73</Z>
<W>0.8</W>
</Color>
<ColorAdd>
<X>0.0</X>
<Y>0.0</Y>
<Z>0.0</Z>
<W>0.0</W>
</ColorAdd>
<ShadowMultiplier>
<X>0</X>
<Y>0</Y>
<Z>0</Z>
<W>4.0</W>
</ShadowMultiplier>
<LightMultiplier>
<X>0.055</X>
<Y>0.055</Y>
<Z>0.055</Z>
<W>0.055</W>
</LightMultiplier>
<Reflectivity>0.06</Reflectivity>
<Fresnel>0.25</Fresnel>
<ReflectionShadow>0.4</ReflectionShadow>
<Gloss>0.4</Gloss>
<GlossTextureAdd>0.55</GlossTextureAdd>
<SpecularColorFactor>3</SpecularColorFactor>
</TransparentMaterial>
GlassInside
, corresponding to the Material GlassInside
.Elements
Most TransparentMaterial entries in the current
TransparentMaterials.sbc
contain old elements, which are not in use anymore. As a result, they will not be covered by this reference.Element | Description |
---|---|
AlphaMistingEnableBoolean: |
Start and end values determine the distance in meters at which a material's transparency is rendered.
Only works on billboards spawned by code, not on models. |
AlphaMistingStartFloat |
The distance at which the material starts to fade in. |
AlphaMistingEndFloat |
The distance at which the material finishes fading in. |
CanBeAffectedByOtherLightsBoolean: |
Whether or not other lights will cast light onto this texture.
Only works on billboards spawned by code, not on models. |
SoftParticleDistanceScaleFloat: |
Changes the way normals are applied to a transparent surface, making it appear to have smoother transitions between hard surfaces.
Only works on billboards spawned by code, not on models. |
TextureString: |
Path to the CA (Color Alpha) texture defined for the entry.
Color Alpha textures are different from the usual CM textures in that their alpha channel does denote transparency and not metalness. |
ColorFloatVector4:
|
Overrides the color of the CA texture.
Values over 1.0 will result in the material gaining bloom in that color. |
ColorAddFloatVector4:
|
This color is added on top of the color of the Texture.
Values over 1.0 will result in the material becoming emissive in that color. |
ShadowMultiplierFloatVector4:
|
Controls the contribution of the color in shadowed areas.
SHIELD-Technique:
|
LightMultiplierFloatVector4:
|
Controls the contribution of the sun to the lighting.
SHIELD-Technique:
|
ReflectivityFloat: |
If Fresnel and Reflectivity are greater than 0, there can be a reflection. Increase Reflectivity if you want reflections at all angles. |
FresnelFloat |
If Fresnel and Reflectivity are greater than 0, there can be a reflection. Increase Fresnel if you want reflections at glancing angles. |
ReflectionShadowFloat: |
Controls how intense the reflection is in the shadowed part of the block. Intensity is always 1 in the unshadowed part.
SHIELD-Technique: It likely affects the strength of the gloss map in some way. |
GlossTextureAddFloat: |
Increases the gloss defined by the NG texture of the material. If both are zero, the reflection devolves into ambient color. |
GlossTextureString: |
Path to the NG-texture defined for the entry. |
GlossFloat: |
How clearly the reflected sun can be seen on the material. |
SpecularColorFactorFloat |
Increases the specularity of the color (the size of the sun glare). |
IsFlareOccluderBoolean: |
Whether sprite flares of the sun, lights, thrusters, etc. can be seen through the Transparent Material. |