$rimlight: Difference between revisions
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Note:Template:EP2 add Requires $phong to be set to 1. Phong shading is only available with VertexLitGeneric.
mNo edit summary |
(Added $rimmask information / fixed $phongexponent and $phongexponenttexture supposedly being either/or) |
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Line 15: | Line 15: | ||
[[$bumpmap]] <texture> | [[$bumpmap]] <texture> | ||
$phongexponent 5 | $phongexponent 5 | ||
$phongexponenttexture <texture> | $phongexponenttexture <texture> | ||
$phongboost 1.0 | $phongboost 1.0 | ||
$phongfresnelranges "[0 0.5 1]" | $phongfresnelranges "[0 0.5 1]" | ||
Line 31: | Line 31: | ||
; <code>$rimboost <[[int]]></code> {{EP2 add}} | ; <code>$rimboost <[[int]]></code> {{EP2 add}} | ||
: Boost for ambient cube component of rim lighting. | : Boost for ambient cube component of rim lighting. | ||
;<code>$rimmask <[[ | ;<code>$rimmask <[[boolean]]></code> {{EP2 add}} | ||
: | : Uses the alpha channel of the $phongexponenttexture to mask rimlighting. | ||
Revision as of 11:39, 13 November 2010
The $rimlight
VMT command adds a rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by Ambient light.

Todo: Explain similarities and differences of Phong Fresnel ranges.
VMT syntax
$rimlight <bool>
VertexLitGeneric { $phong 1 $bumpmap <texture> $phongexponent 5 $phongexponenttexture <texture> $phongboost 1.0 $phongfresnelranges "[0 0.5 1]" $rimlight 1 $rimlightexponent 2 $rimlightboost .2 }
Additional parameters
$rimexponent <int>
Template:EP2 add- Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one.
$rimboost <int>
Template:EP2 add- Boost for ambient cube component of rim lighting.
$rimmask <boolean>
Template:EP2 add- Uses the alpha channel of the $phongexponenttexture to mask rimlighting.