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Info on how to add new textures and materials for terrain, road, grass, objects, vehicles etc.

General

Introduction

This page explains what to do when adding new content.
I.e. where to put your new data and which files need to be edited so it can appear and look good in SR3.

📄 Presets

The file config/presets.xml is used by editor and game.
It is edited manually (in original install folder).
Nothing new will appear in editor's pick lists, unless you add a line for it in that file.
It is quite simple, just copy a similar line and add it (keep it alphabetically sorted and spaces aligned).
Change the 2nd param (or 1st for skies) to your new resource name.

See comments inside presets.xml inside <!-- --> for (short) info on each parameter.
Later you can (and should) setup other values for parameters, e.g. layer scaling or model size etc,
that are set (by default) when picking in editor (less manual setup needed).
The r - rating param is subjective and high values are meant for best, most popular resources used.
If you add a unique thing, used on couple tracks, rate it low, unless it's meant to be more.

🔮 Materials

All materials are now in all.material.json.
Only unlit: particles and hud aren't yet.
More info on this .json format at bottom.

📝 Text

There are files _*.txt in each key data subdir, with info for:

  • original data name, author, license, url etc.

These are gathered on Credits tab in game.
These txt files need to be filled any time we add something new.
Whether it's your creation or others, we should note it in there.

⛅ Skies

Sky textures are in data/skies. More info in _skies-new.txt and _skies-old.txt.
Those are 360x90 degree spherical textures. One texture for whole skydome, size 4k x 1k (old) or new 8k x 2k (1k is 1024).
Material names start with sky/. To add new, just copy last and replace "emissive" texture for yours.

⛰️ Terrain

Textures for terrain layers are in data/terrain. More info in _terrain.txt.
They are all .jpg saved at about 97%. Size is square 1k (1024) or 2k.

Name endings mean:
_d - diffuse texture (main)
_s - specular amount (not color) if not present, will be black (no specular)
_n - normal map (needed, if not provided can be made with some tool)
You can use flat_n.png before real normalmap for quicker test.
_h - old not used now, was for broken parallax height

Unlike other things, terrain has its own material and shader, so only adding to presets.xml is needed.

🛣️ Road etc

Road textures are in data/road with also some general for water etc.
Some info in _readme.txt. ToDo: rest

When adding a new road material you need to add two materials e.g. roadJungle_ter and roadJungle.
The one with _ter is for road on terrain, it has more bumps, and alpha border/texture.
The other (without _ter) is for bridged roads and is more flat, it can use own textures.

Other materials include: road wall, pipe, pipe glass, pipe wall, column, and universal.
Since every material is in all.material.json, the only good list for orientation is in presets.xml and same in editor.

Pipe glass materials are twice in all.material.json e.g. pipeGlass and pipeGlass2.
So 2nd has 2 at end and only difference is in Macroblock, cull_mode.
This 2nd is auto cloned by SR3 code, but since we save(d) all materials at once, they're just in .json too.

Rivers have a similar situation, a River_ material is basically a copy of a Water_ material.
With "reflect": true added and speed is higher (it's in detail_diffuse3 - offset 1st value).
Since we can't inherit in .json, we'd need to copy each new fluid material into a river material, change name and speed etc.

🌿 Grass

Grass textures are in data/grass. They are transparent .png and mostly 512x512.

🌳🪨 Vegetation

Models (meshes) are in data/trees*.
The trees-old should to be replaced eventually with better.
Rocks, caves, crystals etc are in data/rocks and data/rockshex.
More info in their _*.txt files.

📦🏢 Objects

Objects have their own Objects page for meshes, exporting etc.
Meshes, textures etc are in data/, subdirs:

  • objects - for dynamic objects with .bullet files and their 2nd *_static.mesh if needed (just a copy of .mesh).
  • objects0 - for 0.A.D. models (mainly buildings) only, converted (from .dae).
  • objects2 - for static objects with just .mesh and textures.
  • objectsC - for new City buildings, Alien etc. Also has various, universal metal* textures.
  • obstacles - recently split, only for obstacles.

Each subdir has a _*.txt file with info on all from this folder. Any new model added needs also a new entry there in _*.txt.
This is important for Credits in game, for credits to authors (if CC-BY, CC-BY-SA, but CC0 too) and tracking licenses, models, urls, etc.

More info on materials for objects, in next chapter here.


🔮 Materials

Almost everything with materials is different now in SR3.
In old SR with Ogre, we used shiny material generator with its own .shader syntax and .mat files.

Now in SR3 with Ogre-Next we use HLMS and new PBS materials.
Main .material and .material.json files are in data/materials/Pbs.

⏳ Old SR .mat

Old SR .mat example for a material ES_glass inheriting from car_glass:

material ES_glass
{
	parent car_glass

From old .mat files main parameters changed are:

  • ambient color - gone, nothing in new
  • specular - now only 3 values, have to remove 4th
    instead of power exponent (4th number), use new roughness
  • envMap ReflectionCube - not needed, automatic
  • env_map true - reflection for objects/all materials now as "reflect" : true in .json, and for terrain layers as re="1" in presets.xml
  • refl_amount - now fresnel_coeff as color
  • twoside_diffuse true - now "two_sided" : true - for tree leaves, glass (not pipe) etc
  • terrain_light_map true - gone, now automatic

🆕 New .material (temporary)

Note: New Ogre-Next .material format is worse than .json (info below)
and should be used just temporarily.

A couple of freaking hopeless issues to keep in mind:
In .material scripts you can't set textures to wrap
(and they don't by default) or other sampler configs, but inheriting works.
The .material is just meant as a faster way of porting old SR .mat,
then best to save as .json from Material Editor (still a lot manual work to do).
And still for few exceptions, like the unlit particles and hud stuff.

New .material example of a material ES_glass inheriting from car_glass:

hlms ES_glass pbs : car_glass
{

New HLMS .material parameters, using PBS - Physically Based Shading:

  • roughness - 0.001 to 1.0 replaces old specular power exponent.
    lowest values 0.01 are for glass, mirror (highest exponents e.g. 96),
    about 0.2 is best for most specular shine (high exponents e.g. 32),
    over 0.4 will get blurred and gray (low exponents e.g. 12)
  • fresnel_coeff is reflection (mirror) color.
    do not use:
  • metalness - not for specular_* workflows.
  • fresnel - IOR factors, fresnel_coeff used instead

We use default specular_ogre workflow, metallic workflow is simpler, not to be used.

Also texture keywords changed, all are optional:
diffuse_map, normal_map, specular_map (same as metalness_map), roughness_map, emissive_map.
There is no reflMap or reflect_map, we can use either:

  • specular_map (1.0 is shinest) or
  • new roughness_map (0 to 0.2 is shinest)
  • or both for big/complex models.

Need to add reflect yes to .material to get that env_refl (environment reflection cubemap) as before.

Quick examples, top of PbsExample.material-.

For terrain layer textures these parames are in presets.xml as:
ro - roughness, me - metalness, re - reflection.

Details are as comments in code OgreHlmsPbsDatablock.h.
Datablock is basically a structure with all material parameters.

🛠️ Material Editor

Editing files by hand is one way, the better is using our Material Editor (Alt-F) GUI (both in game and editor),
saving and then applying / merging changes back to original files.

Materials can be adjusted real-time in Material Editor (Alt-F): or in Options, button on tab Tweak.
Find material (search by name above) and then use sliders to tweak. There are few tabs, water has own set.


🌠 New .material.json

We now use .material.json format (for almost all materials). It is more advanced, but longer.
A bit worse to edit by hand. Especially having all in one file.
There are no comments in json, sadly. And the file has over 50000 lines already.

Material Editor GUI can save into .json files in:
/home/user/.cache/stuntrally3/materials
either one material or all.
It won't be exactly the same as in all.material.json.

In .material.json you can't inherit materials (confirmed here).
Need to duplicate them whole e.g. for rivers, pipe glass (2 at end, other cull) and vehicles (painted) body (6 times + ghost 😩).

Also important is to not break .json syntax. E.g. don't leave a comma , before }.
It also needs more symbols like : " [ ] { } to work.
I highly recommend using an IDE that does check syntax
and underlines in red right when a syntax error happens during editing.
I use VSCodium, but possilby smaller editors could too.

Top blocks

Top section of (each) .material.json has now: samplers, macroblocks and blendblocks.
This is a detail on Ogre-Next implementation for more performance on rendering (in-depth info here).

Shortly put, many parameters (like e.g. cull (e.g. leaves), depth_write (e.g. glass), texture wrap/clamp etc.)
have been grouped to blocks and these are reused. Not all parameters set for each material like before.
In old SR .mat we had everything possible to use, easy to set, and short. Now it's more complex and long.

For example, if you're making a new material (for pipe glass, tree leaves, grass, etc),
then check other similar material and copy its top section, like:

			"macroblock" : "Macroblock_0",
			"blendblock" : "Blendblock_0",

to your material. It should render properly then.


📃 Examples

These sections below can also be used as starting themplate for your material(s).
Few frist chapters below have special cases.
These materials can be applied to objects, roads, vehicles, etc.
Not particles yet. Terrain layers won't be there.

💧 Fluids

Fluids like Water_* and River_* aren't meant to be edited by hand in .json.
Parameters stored don't have names, hard to say which value does what (code in HlmsPbsDb2::HlmsPbsDb2).
Simply use Material Editor Gui to tweak them. Save, single material .json.

Then manually merge with all.material.json.
You could overwrite whole 'pbs' section, leaving top blocks. But have to replace samplers etc to our.
For testing you can save in Material Editor and put new files with all json. But names can't duplicate.

⛅ Skies

Quite easy, yet a lot of lines.
The only thing that matters is emissive texture. Rest is the same.

		"sky/light_blue" :
		{
			"macroblock" : "Macroblock_0",
			"blendblock" : "Blendblock_0",
			"shadow_const_bias" : 0.01,
			"workflow" : "specular_ogre",
			"diffuse" :
			{
				"value" : [0, 0, 0],
				"background" : [1, 1, 1, 1]
			},
			"specular" :
			{
				"value" : [0, 0, 0]
			},
			"fresnel" :
			{
				"value" : [0.01, 0.01, 0.01],
				"mode" : "coloured"
			},
			"roughness" :
			{
				"value" : 0.01
			},
			"emissive" :
			{
				"value" : [1, 1, 1],
				"texture" : "sky_lightblue.jpg",
				"sampler" : "Sampler_Sky"
			}
		},

Example 1 basic

Very basic. Only diffuse texture balloon2cl.png .

		"balloon2cl" :
		{
			"macroblock" : "Macroblock_0",
			"blendblock" : "Blendblock_0",
			"shadow_const_bias" : 0.01,
			"workflow" : "specular_ogre",
			"diffuse" :
			{
				"value" : [0.9, 0.9, 0.9],
				"background" : [1, 1, 1, 1],
				"texture" : "balloon2cl.png",
				"sampler" : "Sampler_10"
			},
			"specular" :
			{
				"value" : [0.2, 0.2, 0.2]
			},
			"fresnel" :
			{
				"value" : 0.1,
				"mode" : "coeff"
			},
			"roughness" :
			{
				"value" : 0.6
			}
		},

Example 2

Diffuse and normal textures.

		"ptol_struct" :
		{
			"macroblock" : "Macroblock_0",
			"blendblock" : "Blendblock_0",
			"shadow_const_bias" : 0.01,
			"workflow" : "specular_ogre",
			"diffuse" :
			{
				"value" : [0.744, 0.744, 0.744],
				"background" : [1, 1, 1, 1],
				"texture" : "ptol_struct.jpg",
				"sampler" : "Sampler_10"
			},
			"specular" :
			{
				"value" : [0.2, 0.2, 0.2]
			},
			"fresnel" :
			{
				"value" : 0.1,
				"mode" : "coeff"
			},
			"normal" :
			{
				"value" : 1,
				"texture" : "ptol_struct_norm.jpg",
				"sampler" : "Sampler_10"
			},
			"roughness" :
			{
				"value" : 0.6
			}
		},

Example 3, common

With 3 textures:

  • diffuse
  • normalmap (with _norm or _n at end)
  • specular (_spec or _s at end)

Here also bump_scale is set as 0.6 under "normal", "value".
fresnel - is as 1 value coeff (not 3)
roughness - as 1 value

		"hexrock_grey" :
		{
			"macroblock" : "Macroblock_0",
			"blendblock" : "Blendblock_0",
			"shadow_const_bias" : 0.01,
			"workflow" : "specular_ogre",
			"diffuse" :
			{
				"value" : [0.8, 0.8, 0.8],
				"background" : [1, 1, 1, 1],
				"texture" : "hexrock_grey.jpg",
				"sampler" : "Sampler_10"
			},
			"specular" :
			{
				"value" : [0.4, 0.3, 0.35],
				"texture" : "hexrock_spec.jpg",
				"sampler" : "Sampler_10"
			},
			"fresnel" :
			{
				"value" : 0.1,
				"mode" : "coeff"
			},
			"normal" :
			{
				"value" : 0.6,
				"texture" : "hexrock_norm.jpg",
				"sampler" : "Sampler_10"
			},
			"roughness" :
			{
				"value" : 0.5
			}
		},

Example 4, reflect

Also with reflection as "reflect" : true, for metal / glossy look.
Here fresnel is coloured and has 3 values.
It is the reflection color (and amount) for dynamic environment cube reflection.

		"hexrock_metal" :
		{
			"macroblock" : "Macroblock_0",
			"blendblock" : "Blendblock_0",
			"shadow_const_bias" : 0.01,
			"reflect" : true,
			"workflow" : "specular_ogre",
			"diffuse" :
			{
				"value" : [0.8, 0.8, 0.8],
				"background" : [1, 1, 1, 1],
				"texture" : "hexrock_metal.jpg",
				"sampler" : "Sampler_10"
			},
			"specular" :
			{
				"value" : [0.3, 0.35, 0.35],
				"texture" : "hexrock_metal_spec.jpg",
				"sampler" : "Sampler_10"
			},
			"fresnel" :
			{
				"value" : [0.3, 0.37, 0.4],
				"mode" : "coloured"
			},
			"normal" :
			{
				"value" : 1,
				"texture" : "hexrock_metal_norm.jpg",
				"sampler" : "Sampler_10"
			},
			"roughness" :
			{
				"value" : 0.3
			}
		},

Example 5, roughness map

Advanced PBS, with reflect and also roughness map.
Intensity on roughness map texture (black-white) give unique per texel roughness, applied same as other textures.
The "value" : 0.3 under roughness does scale texture values 0 to 1 now as 0 to 0.3.

		"garbage_bin_blue" :
		{
			"macroblock" : "Macroblock_0",
			"blendblock" : "Blendblock_0",
			"reflect" : true,
			"shadow_const_bias" : 0.01,
			"workflow" : "specular_ogre",
			"diffuse" :
			{
				"value" : [1, 1, 1],
				"background" : [1, 1, 1, 1],
				"texture" : "garbage_bin_blue.jpg",
				"sampler" : "Sampler_10"
			},
			"specular" :
			{
				"value" : [0.6, 0.6, 0.6],
				"texture" : "garbage_bin_green_spec.jpg",
				"sampler" : "Sampler_10"
			},
			"fresnel" :
			{
				"value" : [1, 1, 1],
				"mode" : "coloured"
			},
			"normal" :
			{
				"value" : 1,
				"texture" : "garbage_bin_norm.jpg",
				"sampler" : "Sampler_10"
			},
			"roughness" :
			{
				"value" : 0.3,
				"texture" : "garbage_bin_rough.jpg",
				"sampler" : "Sampler_10"
			}
		},

Here all possible textures are present:
diffuse, specular, normal, roughness.

  • diffuse - is base non metal color, shouldn't have shadows
    and colors shouldn't be too dark or too bright, more in sRGB scale.
  • normal - normalized perpendicular vector, scaled to 0..1 from -1..1.
  • specular - tells where surface will shine from light reflection.
  • roughness - tells how much it will shine. 0 is mirror, 0.2 most shine, 0.4 gets blurry, 0.9 is just dull.

There is no metalness texture, it's meant for a simpler metallic workflow,
we use specular_ogre workflow which has own colors (on texture) for specular shine.

Example 6, detail maps

Extra textures (layers) can be added to modulate original diffuse and/or normal textures.

		"obstaclesGrey" :
		{
			"macroblock" : "Macroblock_0",
			"blendblock" : "Blendblock_0",
			"shadow_const_bias" : 0.01,
			"workflow" : "specular_ogre",
			"diffuse" :
			{
				"value" : [0.8, 0.8, 0.8],
				"background" : [1, 1, 1, 1],
				"texture" : "obstaclesGrey_d.jpg",
				"sampler" : "Sampler_10"
			},
			"specular" :
			{
				"value" : [1, 1, 1],
				"texture" : "obstaclesGrey_s.jpg",
				"sampler" : "Sampler_10"
			},
			"fresnel" :
			{
				"value" : [0.6, 0.6, 0.6],
				"mode" : "coloured"
			},
			"normal" :
			{
				"value" : 1,
				"texture" : "obstaclesGrey_n.jpg",
				"sampler" : "Sampler_10"
			},
			"roughness" :
			{
				"value" : 0.7,
				"texture" : "obstaclesGrey_n.jpg"
			},
			"detail_diffuse0" :
			{
				"mode" : "Multiply",
				"scale" : [12, 12],
				"value" : 0.8,
				"texture" : "metal_212_wh.jpg",
				"sampler" : "Sampler_10"
			},
			"detail_normal0" :
			{
				"mode" : "Multiply",
				"scale" : [12, 12],
				"value" : 0.9,
				"texture" : "metal_212_norm.jpg",
				"sampler" : "Sampler_10"
			}
},

In this quite advanced material, 2 extra maps are added.
First detail_diffuse0 map multiplying regular diffuse map.
Other mode variants are possible, all inside @piece in this shader file.
The scale is UV coords multiplier, it means that detail map will repeat 12 times more.
There is also offset which just gets added to UV coords.

Great for adding smaller scale detail like scratches, etc.
Mostly detail_diffuse0 should be white though to not change regular color.

Another map is detail_normal0 to modulate normal map.
The value is a multiplier for how much.

Note that detail_diffuse0 and detail_normal0 aren't required both, only diffuse or normal is okay too.
Also value, scale and offset can have other values set. And detail_normal0 value can be negative for opposite effect.

There can be more detail maps (4 total, 0..3). But let's not over do this, it affects Fps (performance).

ToDo: we could even do material animations this way,
by adding e.g. sin(atmo.globalTime.x) in some @piece cases..