MGED CMD mater
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Revision as of 07:41, 18 August 2008 by Dloman (talk | contribs) (New page: Category:MGED =mater= __TOC__ ==Syntax== :mater combination [shader_parameters[RGB [inheritance]]] ==Argument(s)== : '''combination''' :: Combination to have shader values set/adju...)
mater[edit]
Contents
Syntax[edit]
- mater combination [shader_parameters[RGB [inheritance]]]
Argument(s)[edit]
- combination
- Combination to have shader values set/adjusted
- shader_parameters
- shader specific parameters
- RGB
- Red Green and Blue color Values. Valid Range: 0-255.
- Inheritance
- Overrides shader settings in all objects lower in the tree.
Return Value(s)[edit]
- No Return Values for this command.
Description[edit]
The "mater" command assigns shader parameters, RGB color, and inheritance to an existing combination. The information may be included on the command line; otherwise the user will be prompted for it. Some available shaders are:
- bump -- bump maps.
- bwtexture -- black and white texture maps.
- camo -- camouflage.
- checker -- checkerboard design.
- cloud -- 2D Geoffrey Gardner style cloud texture map.
- envmap -- environment mapping.
- fakestar -- a fake star pattern.
- fbmbump -- fbm noise applied to surface normal.
- fbmcolor -- fbm noise applied to color.
- fire -- flames simulated with turbulence noise.
- glass -- Phong shader with values set to simulate glass.
- gravel -- turbulence noise applied to color and surface normal.
- light -- light source.
- marble -- marble texture.
- mirror -- Phong shader with values set to simulate mirror.
- plastic -- Phong shader with values set to simulate plastic.
- rtrans -- random transparency.
- scloud -- 3D cloud shader.
- spm -- spherical texture maps.
- stack -- allows stacking of shaders.
- stxt -- shape texture mapping.
- texture -- full color texture mapping.
- turbump -- turbulence noise applied to surface normals.
- turcolor -- turbulence noise applied to color.
- wood -- wood texture.
Example(s)[edit]
- mged> mater region1 "plastic {tr 0.5 re 0.2}" 210 100 100 0
- Set region1 to use the plastic shader with 50% transparency, 20% reflectivity, a base color of (210 100 100), and inheritance set to 0.
See Also[edit]
Page Generated by David Loman on: 10/11/2007 at: 1:50:30 PM