Multilayered Material: Properties
Documentation of properties, with screenshots if applicable
Material properties
colorScale
Colour of the material.
material
Depot path to the base material template from which the surface inherits its properties (lightbreaking, subsurface scattering…).
Example values:
base\surfaces\materials\paint\car_paint\car_paint_metallic_01.mltemplate
base\surfaces\materials\metal\enameled_hq\enameled_hq_01_30.mltemplate
matTile
Scaling of the material across the mesh. The higher the value, the smaller it is.
metalLevelsIn
TODO
metalLevelsOut
This value corresponds to a greyscale texture across the entire mesh.
normalStrength
Applies or ignores the base mesh's normal map to this layer. This value can be greater than 1!
offsetU
For logos: X-offset on the texture
offsetV
For logos: Y-offset on the texture
opacity
Transparency of the layer, 0 means that it isn't displayed, 1 means that it's fully visible.
roughLevelsIn
TODO
roughLevelsOut
Determines the roughness of a material

Microblend properties
mbTile
Like matTile, this determines the scaling of the microblend. The higher the value, the smaller it is.
microblend
Depot path to the base microblend. Contains a seamless pattern which will be projected on the surface. Think of an extra normal map that tiles across a layer.
microblendContrast
A crossfade between the layer mask and the microblend mask (the black parts of the microblend texture). If you set this to >=1, then the layer will be blocked out where the microblend texture is black.
microblendNormalStrength
Like normalStrength for the microblend.
microblendOffsetU
X-offset for the microblend (not sure why you'd need this)
microblendOffsetV
Y-offset for the microblend (not sure why you'd need this)
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