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AVEVA™ XR Studio

Materials for Humans (Legacy)

  • Last UpdatedApr 02, 2025
  • 1 minute read

These materials are special versions created especially for the Humans. They are not related to various shaders of the engine.

Some of these materials can be used on skinned meshes, others can not.

Null material

The Null material draws the mesh with a uniform value.

Supported Mesh: Skinned

Vc material

The Vc material applies the vertex color to the triangle.

It requires that the mesh has:

  • VertexColor

Supported Mesh: NotSkinned

VcTxt material

The VcTxt material multiplies the texture for the vertex color.

It requires that the mesh has:

  • VertexColor

  • Material > DiffuseMap

  • UV Channel 1

Supported Mesh: Skinned, NotSkinned

VcTxtLmEmBmGmSpHlit material

Material with different effects illuminated by a Half-lambert term.

Requires that the mesh has:

VertexColor

  • Material > DiffuseMap

UV Channel 1

  • Material > AmbientMap

UV Channel 3

  • Material > BumpMap

  • UV Channel 1

  • By default the texture is intended as NormalMap

  • To use a HeightMap, name the texture xxx_hm.xxx, this is converted inside the engine into a NormalMap.

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

  • It must contain the gloss map values in the Alpha channel. The gloss value scales the intensity of the specular. If the gloss value is zero (0), the pixel will not have specular.

  • Material > SpecularColor

  • Material > SpecularHilights ® SpecularLevel

  • Material > SpecularHilights ® Glossiness

  • Required parameters: szLight, szRealTimeCubeMap / szCubeMap

  • Optional parameters: fBaseLitVal

  • Mesh supported: Skinned, NotSkinned.

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