Materials: Difference between revisions

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<nowiki>*</nowiki>Material texture use from Skyth
====== *Material texture use from Skyth ======

Revision as of 21:52, 18 September 2025

Materials hold data about how certain parts of a model should render. They hold the textures, color data, shader flags, and blend flags.

Textures

Project DIVA games that follow Arcade's structure (Arcade, Dreamy Theater/2nd/Extend, Arcade Future Tone, Future Tone, Mega Mix/+) support the following textures:

Arcade Textures
Texture Type Use Example Flag
Color The base color of the model (Also known as "Diffuse" or "Albedo" textures). The Alpha channel can be used for the transparency of the model. If second Color map is present, it is treated as a lightmap. [insert] Color, ColorL1
Normal Normal Map for baked details [insert] Normal, NormalAlt
Specular Controls the Specular reflection color and intensity, with the Alpha channel controlling Environment intensity [insert] Specular
Translucency Controls blending of the skin color in the TIGHTS shader. (Unused on the HAIR shader) [insert] Translucency
Transparency Controls the transparency of the model [insert] Transparency
EnvironmentCube Cubemap used for reflective surfaces [insert] Environment

Project DIVA games that follow F's structure (F, F2nd, X) support the following textures:

F Textures
Texture Type Use Example Flag
Color The base color of the model (Also known as "Diffuse" or "Albedo" textures). The Alpha channel can be used for the transparency of the model.

If second Color map is present on the BLINN shader, it is treated as a lightmap. If the texture is RGB8 and has the 0x000500E0 Sampler flag, it is treated as a Toon Curve texture.

(Note: the toon curve texture has 4 lines of data, the top line is unused, the 2nd line controls the fresnel, the 3rd line controls the specular, and the 4th line controls the diffuse)

[insert] Color, ColorL1
Specular Controls the Specular reflection color and intensity [insert] Specular
EnvironmentCube Cubemap used for reflective surfaces. Only supported on the BLINN shader [insert] Environment

Project DIVA X on the Playstation 4 features upgraded graphics, and has support for different textures as such:

X (Ps4) Textures
Texture Type Use Example Flag
Color The base color of the model (Also known as "Diffuse" or "Albedo" textures). The Alpha channel can be used for the transparency of the model. [insert] Color, ColorL1
Normal Normal Map for baked details. The alpha channel controls the Ambient Occlusion of the model. [insert] Normal, NormalAlt
Specular Material texture, where:

The Red channel is roughness, The Green channel is fresnel reflectance (and the material is treated as metal if the value is over 0.999),

The Blue channel controls where Self-Shadowing should take place, The Alpha channel controls the brightness of the fresnel effect of the model.

[insert] Specular
Height Controls the emmision of the model, with the Alpha channel acting as a Specular map [insert] Translucency
Translucency Toon Curve texture, with 4 lines of data:

The top line is unused, The 2nd line controls the fresnel ramp

The 3rd line controls the specular ramp The 4th line controls the diffuse ramp

[insert] Transparency
Transparency Cubemap used for reflective surfaces [insert] Environment
(not indexed) Lightmap for baked lighting (Used in the OBJM_H shader) [insert]

*Material texture use from Skyth