VSL Wizards

The easiest way to create new kinds of VSL materials is to use VSL wizards. These wizards are available in the VSL editor. Wizards construct the necessary material structure automatically, and insert suitable controls for easy use.

Bump map

Creates a standard bump map that makes a surface appear bumpy. The controls available are:

  • Bump Height

  • Tile X: Horizontal tiling

  • Tile Y: Vertical tiling

  • Interpolation: Type of bumps. Linear=sharpest bump shapes, Cubic=smoothest bump shapes.

  • File name: The name of the bump map file

Chrome

The Chrome wizard creates a mirror like, shiny material. The only control available is the color of the material.

Clip map

This wizard creates the clip map effect. It is possible to define the color range, which removes the underlying surface.

Inserted controls:

  • File name: The name of the clip map file

  • Sub channel 1 min & max: These two values define the clipped red signal range

  • Sub channel 2 min & max: These two values define the clipped green signal range

  • Sub channel 3 min & max: These two values define the clipped blue signal range

Note that all the conditions must be satisfied before the clipping happens (red inside the red clip range AND green inside the green clip range AND blue inside the blue clip range)

Color

This wizard adds an object that controls the usual diffuse color. A new color value control is inserted for setting the color.

Density

This wizard controls material's mapping parameter density. Texture patterns, bump maps etc. effects can be scaled using it.

Fade map

The Fade Map wizard maps the inverted alpha channel of an image file to the fade channel: fade = 1 - image.alpha.

The wizard adds some frequently needed texture map controls for tiling and pixel interpolation:

  • Tile X: Horizontal tiling

  • Tile Y: Vertical tiling

  • Grade X: Horizontal smoothing

  • Grade Y: Vertical smoothing

  • File name: The name of the texture file used for fade mapping.

Fog

This wizard creates a fog material that has transparent surface and constant density.

The fog has 'plasma' behavior, in other words, its illumination does not depend on lighting conditions but is self illuminated.

The fog attributes are:

  • Fog color: Defines the color of fog.

  • Fog density: Defines the density of fog. The higher the density, the more visible fog appears, and the more it hides objects inside and behind it.

Glass

The Glass wizard creates quite realistic glass. The surface of the material has a varying amount of subtle reflection, and the material also has a semi-transparent, 'caustic' shadow.

Controls are:

  • Glass color: The color of the glass

  • Refraction: The amount of refraction. 0=no refraction, 0.4=standard glass, 0.9=very strong refraction.

Glow

Glow wizard adds two controls for defining glow: brightness and size. Glow brightness should usually match object color, and glow size, being measured as meters, is typically quite small (default 0.05).

The glow effect must be included in the post effect configuration when using glow materials.

Illumination map

The Illumination map wizard creates a texture map object that defines object's self illumination. Note that usually illumination mapped objects need a black diffuse color; use the Color wizard to add it, if necessary.

The wizard inserts the following texturing controls:

  • Tile X: Horizontal tiling

  • Tile Y: Vertical tiling

  • Grade X: Horizontal smoothing

  • Grade Y: Vertical smoothing

  • File name: The name of the texture file

Reflection

This wizard adds an object that controls mirror like reflectivity of the material. The reflection color can be set using the inserted color gadget. Black reflection color removes all reflections, whereas white reflection color produces chrome like, clearly visible reflections.

Self Illumination

This wizard adds a given RGB amount of self-illumination (object-specific ambient lighting) to the material.

SpecularColor

Inserts VSL objects for specular illumination effect.

The controls are:

  • Sharpness: Defines how small and sharp-edged the specular illumination effect appears.

  • Brightness: Defines the maximum brightness of specular illumination.

Steel

This wizard simulates satellite metal, which is only partially reflecting and whose surface is slightly rough.

The included controls are:

  • Metal color: Color of the material. grayish blue=steel, dark orange=copper, etc.

  • Roughness: Defines how smooth the surface is.

  • Sharpness: Sharpness of specular lighting effect

  • Brightness: Brightness of specular lighting

Texture map

The Texture wizard creates a standard texture map object that defines object's color.

The controls available are:

  • Tile X: Horizontal tiling

  • Tile Y: Vertical tiling

  • Grade X: Horizontal smoothing

  • Grade Y: Vertical smoothing

  • File name: The name of the texture file

Transparency

This wizard adds an object that controls the transparency of the material. The level of transparency can be defined using the inserted color gadget. Black transparency color means full non-transparency, white transparency produces glass-like transparency. Note that usually the color wizard should be used in combination of this wizard, because glass-like objects have (nearly or totally) black diffuse color.