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AVEVA™ XR Studio

Shader LiquidLevel_Em_Bm_Rfr_Ci +Animated UV (Legacy)

Shader LiquidLevel_Em_Bm_Rfr_Ci +Animated UV (Legacy)

  • Last UpdatedApr 02, 2025
  • 3 minute read

The LiquidLevel_Em_Bm_Rfr_Ci shader has the following characteristics.

LiquidLevel

LiquidLevel

Em

Environment Mapped

Bm

BumpMapped

Rfr

Refracted

Ci

Color Interpolated +Animated UV (Bump texture channel)

Explanation

  • RefrCol is the result of interpolation between the refraction and the c3Color color parameter.

  • During interpolation, if the value fInterpolator is close to 0, the refraction is used; if it is close to 1, the color parameter c3Color is used.

    • Color1 = Mix RefrCol and the env map based on the Fresnel value.

    • Output = Mixa Color1 and the env map based on the brightness of the pixel taken from szWhitesCubeMap.

  • The reflection vector used to access the env map is disturbed by the BumpMap.

  • The UV used to access the refraction are disturbed by the BumpMap.

Code example

This is a code example for LiquidLevel_Em_Bm_Rfr_Ci +Animated UV shader.

$Shader

{

szName = LiquidLevel_Em_Bm_Rfr_Ci

szCubeMap = EnvCube.dds

szWhitesCubeMap = CubeMapWhites.dds

fRefractionBumpiness = 0.05

fReflectionBumpiness = 0.4

fFresnelExponent = 4

fRefractionIndex = 1.333

fInterpolator = 0.3

c3Color = 0.4 0.4 0.0

fEmissiveMul = 1

}

Input Data

NormalMap / HeightMap

Material ® BumpMap

UV Channel 1

  • By default the texture is intended as NormalMap

  • To use a HeightMap, name the texture xxx_hm.xxx. It will be converted inside the engine into a NormalMap.

  • Dark colors indicate minimum height. Clear colors indicate greater height.

Parameters

bObjectSpace

  • Explicitly indicates whether this mesh will be exported to Object Space or World Space, regardless of export parameters.

  • If this parameter is not present, the export parameters will be used, otherwise they will be overridden by this value.

  • Default: The export parameters are used.

  • Range: True / False.

fTransparency

  • Transparency level of the mesh.

  • Default: 0.0

  • Range: [0..1] (1 = completely transparent)

bDoubleFace

  • Duplicate the faces by flipping the verse.

  • Default: False.

  • Range: True / False.

szRealTimeCubeMap / szCubeMap

  • szRealTimeCubeMap: ID of the CubeMap that will be created in real time using a $CubeMap Dummy Object.

  • szCubeMap: The name of the texture that will be loaded and used as CubeMap.

  • szRealTimeCubeMap and szCubeMap can not exist at the same time.

szWhitesCubeMap

  • szWhitesCubeMap: The name of the texture that will be loaded and used as CubeMap to detect the brightness of the pixel.

fHeightMapBumpiness

  • Bumpiness when the bump texture is a HeightMap.

  • If multiple objects share the same HeightMap, the value of fHeightMapBumpiness will be the value of the first object that will load the texture.

  • Default: 10.0

  • Range: [0..inf]

fRefractionBumpiness

  • The displacement value of the refraction. This is used when taking the pixel of refraction. Even a small value can be enough.

  • Default: 0.2

  • Range: [0..1] (1 = fully bumped)

fReflectionBumpiness

  • Amount of disturbance that the BumpMap will give to the normals of the object. This is used when taking the pixel of reflection.

  • Default: 0.5

  • Range: [0..1] (1 = fully bumped)

fFresnelExponent

  • Exponent used in the calculation of the fresnel value. It is used for power upgrading.

  • Default: 5

  • Range: [0..inf]

fInterpolator

  • Interpolation value.

  • Default: 0.5

  • Range: [0..1]

c3Color

  • Color that will be multiplied.

  • Default: 1 1 1

  • RGB: [0..1]

fRefractionIndex

  • Index of refraction of the material.

  • Default: 1.5

  • Range: [0..inf]

fTextureSize

  • The texture size used for refraction. This value is relative to the size of the back buffer.

  • Default: 1.0 (1 = identical size to the back buffer)

  • Range: [0..1]

v2AnimatedUVDir

  • Direction of the Animate UV.

  • Default: 0 0 (animation disabled)

  • Range: [-inf..inf]

  • This value can be normalized or not. Consequently, it is as if scales the speed of the animation.

fAnimatedUVTimeScale

  • Manages the speed of movement of the UV.

  • Default: 0 (1 = same speed of the application, 0 = disable animation)

  • Range: [-inf..inf]

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