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

How roughness affects a material (the colour was not changed)

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)

Last updated

#647: Add info on downloading Phantom Liberty DLC files for rollback

Change request updated