i3d XML Documentation Material Estimated reading: 2 minutes 103 views XML<Material name="alfaconcrVT_mat" materialId="10" specularColor="0.658824 1 0" customShaderId="710" customShaderVariation="terrainSampleVT"><Material name="alfaconcrVT_mat" materialId="10" specularColor="0.658824 1 0" customShaderId="710" customShaderVariation="terrainSampleVT"> Simple string XML<Material></Material><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"/><Material name="alfaconcrwhite_mat" materialId="12" customShaderId="710" customShaderVariation="customDiffuseBlend"> <Texture fileId="834"/> <Normalmap fileId="876"/> <Glossmap fileId="731"/> Related GuidesTexture Normalmap Glossmap CustomParameter