Please ensure Javascript is enabled for purposes of website accessibility
Powered by Zoomin Software. For more details please contactZoomin

AVEVA™ XR Studio

Shader Vc_Txt_Em_Sp_Dxw

  • Last UpdatedApr 02, 2025
  • 3 minute read

The Vc_Txt_Em_Sp_Dxw shader has the following characteristics.

Vc

Vertex Colored

Txt

Textured

Em

Environment Mapped

Sp

Specular

Dxw

DXWater

Explanation

  • Water normals are used to disrupt the mapping coordinates, and to disturb the normal real (that is, the normal of the object faces).

  • Makes a linear interpolation between the Texture and the CubeMap.

  • Multiplies this value for Vertex Color and for lighting N.L.

  • Adds the specular.

  • Supports only one light, which is managed as omnidirectional without range.

Notes

  • Even if the water is an animated texture (szWaterTextureID), you can still use another animated texture for the surface (szAnimatedTexture)

  • The quantity of polygons in the mesh affects only the calculation on the lights and consequently the application of the specular. It does not affect the processing, or the quality of the water.

Code example

This is an example of Vc_Txt_Em_Sp_Dxw shader.

$Shader

{

szName = Vc_Txt_Em_Sp_Dxw

szLight = Omni001

szWaterTextureID = Water01

szCubeMap = Cube.dds

fCubeIntensity = 0.4

fBumpiness = 0.3

fBaseLitVal = 0.2

}

Input Data

Vertex Color

  • If there is a valid Radiosity solution on this object, the vertex color is taken from the solution.

  • If a Radiosity solution is not present or invalid, or if the bWireframe parameter is active, the vertex color is taken from the properties of the mesh. Therefore, the vertex color will be the color of the mesh.

Texture

  • Material ® DiffuseMap

  • UV Channel 1

Water Texture Coords

  • UV Channel 2

  • Maps coordinates of the water normal map.

  • Useful to give two different tiles; one to the texture and one to the bump texture.

Specular Color

  • Material ® SpecularColor

Specular Intensity

  • Material ® SpecularHilights ® SpecularLevel

  • Increases the intensity and the size of the highlight.

Specular Glossiness

  • Material ® SpecularHilights ® Glossiness

  • Increasing this value increases the "shininess" of the object, so there will be a narrower highlight.

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.

szAnimatedTexture

  • Indicates that the texture will be animated using the specified Animated Texture ID.

  • Default: Null.

szWaterTextureID

  • ID of the animated texture used as normal water map. See DXWater Animated Texture.

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.

fCubeIntensity

  • Intensity level of the CubeMap with respect to the Texture.

  • Default: 0.5

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

fBumpiness

  • Value of "phase shift" of the reflection.

  • A value of 0.15 may be sufficient.

  • Default: 0.0

  • Range: [0..1]

szLight

  • Name of the light that will illuminate the object. If not specified, the result will be unpredictable.

fBaseLitVal

  • This value is the basic illumination that the pixel will have, before the real lighting is added.

    This is necessary since a pixel could be hidden from the light and thus become black, and this is wrong since the pixel has already been illuminated previously and therefore should not be darkened.

  • Default: 0.4

  • Range: [0..1]

In This Topic
TitleResults for “How to create a CRG?”Also Available in