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materials.md

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Materials

Materials are built with Cycles nodes.

Displacement

Locate the Armory Render Path - Renderer - Displacement property:

  • Off - No displacement performed
  • Vertex - Mesh vertices are displaced
  • Tessellation - Mesh is first tessellated for more detail and then displaced

With Tessellation selected, the level of tessellation can be set using the Mesh and Shadow property.

Note: Vertices are displaced in normals direction. Use smooth shading (Space - Shade Smooth) for meshes with displacement to prevent gabs.

When using a height texture map, you can place an Armory PBR node and connect the height map to the Height socket. Make sure to also connect the Displacement sockects.

Examples:

Blending

To enable additive blending for specific material, set Armory Render Path - Blending to On and check the Blending property in Material - Armory Props.

Examples:

Material parameters

RGB, Value and Image Texture material nodes can be controlled at run-time using script or logic nodes. To expose material node, enable Parameter property in Node Editor - Properties - Armory Material Node.

Examples: