π¬ Using Effects
Last updated
Last updated
The effects are features designed to improve the look of the Sub-Layer's Material without needing a lot of options.
Some can be especially useful for certain scenarios (Sparkles, for example.)
This effect uses the normals of the terrain (on the "Dark-Light w/ Normals" option) or the Noise map (on the "Dark-Light w/ Noise") to Darken or Lighten the affected area, depending on the Lightness value set.
This is especially useful to easely break the monotony of a Material without having to useful another Sub-Layer.
The "w/ Noise" mode features all the regular Noise options, like the ability to break the map's tiling, etc. Both modes can be used at the same time.
This effect shifts the hue of the area defined by its noise (that features all the regular options) by a set value, just like in the Color Adjustements.
The Water effect overlays animated Water on top of the Sub-Layer's material, which is especially useful when used with a Splatmap. The animation is made using 2 layers of a Normal map that are each panning in different directions.
For best results, use Parallax Occlusion Mapping on the Material to simulate water depth underneath the effect.
Water Material
The Sparkles effect adds subtle spots to the Sub-Layer's material, which are animated if the Sub-Layer is uncached. (Static on ES3.1)
Texture Sparkles Settings
Sparkles Animation Settings (Advanced users only; not necessary to edit):
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Water Tint
Tint of the water material
Water Opacity
How opaque the water layer will be on top of the regular material.
Specular
Specularity of the top water material
Roughness
Roughness of the top water material
Normal Flatness
Flatness of the used Normal Map.
Normal UV Tiling
Tiling of the used Normal Map
Sparkle Map Tiling
Changes the Tiling of the snow sparkles
(Higher vlaues = more and smaller spots)
Sparkles Frequency
From 0 (less sparkles) to 1 (more sparkles shown).
Show Sparkle Far Away
Turns off the mipmaps, which makes these sparkles visible from further.
Mask Map Tiling
Changes the tiling of the map used for animation.
Mask Map Contrast
Contrasts the Mask Maps.
Masks Map Speed (X;Y)
Changes the speed of the panning mask map.