IBLMaterial_v3 Op

IBLMaterial

This op is deprecated!

It will not receive any updates

image based lighting material using cubemaps


The IBL material op has a lot of options for applying materials to models. Some tips :

  • Make sure your mesh uses triangles and not quads, otherwise normals may be incorrect.
  • Try out the example lightmap textures which are included in the cables files for different lighting and reflection cubemap textures. It's also possible to build your own, check the example file.
  • Enable Fresnel to get a metallic kind of lighting from a few points on your model.

Credits: Used with a creative commons license : https://creativecommons.org/licenses/by/4.0/

Model downloaded from : https://sketchfab.com/3d-models/space-maintenance-robot-a612ed4feea14fc390beeb3a47943054

Model created by : https://sketchfab.com/norbyscook https://www.behance.net/norbyscook


Full Name
  • Ops.Extension.Deprecated.IBLMaterial_v3
Visibility
  •  Extension Op - Visible to all users
License
  • MIT
AuthorgithubMaintained by Team


INPUT PORTS


render (Trigger)

Trigger in

Lightmap (Object)

Lightmap. Texture in, check the example files for light maps

Diffuse (Object)

The objects diffuse/albedo texture

Reflection

Reflection Cubemap (Object)

Reflection Lightmap. Texture in, check the example files for light maps

Reflection Amount (Number)

The amount of reflection to be added to the material

Reflection Mask (Object)

Reflection mask. Affects reflection amount

SampleRotation (Number)

Used to seamlessly rotate the lightmap and reflection Cubemap

Roughness

Roughness (Number)

Amount of blur applied to refelction

Roughness Map (Object)

Roughness texture in. Defines reflection blur with texture.

Normals

Screenspace Normals (Number: boolean)

Enable screen space normals

Normal Map (Object)

Normal map. texture in.

Normal Intensity (Number)

Amount of normals to use

Normal Flip (Number: boolean)

If normals seem incorrect enable flip to reverse direction.

AO Map

AO (Object)

Ambient occlusion. texture in.

AO Intensity (Number)

Amount of AO added to the material. Lower numbers normally work best.

Opacity Map (Object)

Opacity. Texture in. Can be used for transparent qualities like Glass.

Opacity Source Channel index (Number: integer)
Opacity Source Channel (Number: string)

Defines if RED, ALPHA or LUMINANCE is used to get the opacity information.

Opacity (Number)

Overall opacity of material.

Fresnel

Fresnel (Number: boolean)

Enable fresnel lighting

Amount (Number)

Amount of Fresnel to apply, lower numbers work best

Width (Number)

the width of the fresnel effect

Exponent (Number)

The exponent, works with negative numbers as well

r (Number)

Red color amount of the Fresnel light

g (Number)

Green color amount of the Fresnel light

b (Number)

Blue color amount of the Fresnel light

Texture Transform

Repeat X (Number)

Repeat all textures of material on the X axis

Repeat Y (Number)

Repeat all textures of material on the Y axis

Offset X (Number)

Offset of textures on the X axis

Offset Y (Number)

Offset of textures on the Y axis

Transform Opacity (Number: boolean)

OUTPUT PORTS


trigger (Trigger)

Trigger out

Shader (Object)

Shader/Material out


Patches using IBLMaterial_v3

  • Examples
  • Public
  • My Patches

Changelog


Ops.Gl.Shader.IBLMaterial_v3 renamed to Ops.Deprecated.Gl.Shader.IBLMaterial_v3user avatarpandur - 2022-06-07 08:35