$rimlight: Difference between revisions
Jump to navigation
Jump to search
Note:Requires $phong to be set to 1. Phong shading is only available with VertexLitGeneric.
No edit summary |
mNo edit summary |
||
Line 4: | Line 4: | ||
{{note|Requires [[$phong]] to be set to 1. Phong shading is only available with [[VertexLitGeneric]].}} | {{note|Requires [[$phong]] to be set to 1. Phong shading is only available with [[VertexLitGeneric]].}} | ||
{{TODO|Explain similarities and differences of [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]]}} | |||
==VMT syntax== | ==VMT syntax== |
Revision as of 01:06, 13 August 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 // either/or $phongexponenttexture <texture> // either/or $phongboost 1.0 $phongfresnelranges "[0 0.5 1]" $rimlight 1 $rimlightexponent 2 $rimlightboost .2 }
Additional parameters
$rimexponent <int>
- 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>
- Boost for ambient cube component of rim lighting.
$rimmask <texture>
- Todo: Needs documentation.