i3d XML Documentation

Material

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XML
<Material name="alfaconcrVT_mat" materialId="10" specularColor="0.658824 1 0" customShaderId="710" customShaderVariation="terrainSampleVT">

Simple string

XML
<Material></Material>

This is more or less Material data with the given material properties, such as:

  • material name
  • material ID (unique ID generated by GIANTS Engine)
  • specular color
  • custom shader ID (unique ID, not shader name)
  • custom shader variation (shader variant)

You usually pick specular colour in the Material Editing Panel (GIANTS Editor), but you can also assign shaders. For imported assets/3D meshes that already have materials assigned, GIANTS Editor uses the specular colour from the imported material data (usually assigned BEFORE exporting from a 3D application).

Specular maps (also known as gloss map *XML i3d reference*) will be listed on a separate line, such as:

XML
<Material name="alfaconcrwhite_mat" materialId="12" customShaderId="710" customShaderVariation="customDiffuseBlend">
      <Texture fileId="834"/>
      <Normalmap fileId="876"/>
      <Glossmap fileId="731"/>