1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 2<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"> 3<head> 4<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5<meta http-equiv="Content-Style-Type" content="text/css" /> 6<link href="../../../html/common/main.css" rel="stylesheet" type="text/css" /> 7<title>Material List</title> 8</head> 9<body> 10<h1>Material List</h1> 11<p> Displays the materials included in the model in list format.</p> 12<p>The following properties are shown in the list columns.</p> 13<p>For details about the various properties, see the section on the <a href="../property/material/index.html">material Property window</a>. </p> 14<p class="image"><img src="images/material_list.png" alt="Material List" /></p> 15<dl class="enum"> 16 <dt>Status</dt> 17 <dd> Displays the status of the Working color and comments attached to the material.<br /> The Working color is shown on the left, while the presence (or absence) of comments is indicated on the right.<br /> If a comment has been attached, the mark will be lit. </dd> 18 <dt>Material</dt> 19 <dd>The name of the material.</dd> 20 <dt>Bottleneck Hints</dt> 21 <dd>Shows how many optimization tips there are.</dd> 22 <dt>Model</dt> 23 <dd>The name of the model that contains the material.</dd> 24 <dt>Display Face</dt> 25 <dd>The surface of the material that is displaying.</dd> 26 <dt>Transparency</dt> 27 <dd> Shows the layer being used and the state of blending. </dd> 28 <dt>Vertex color scaling</dt> 29 <dd>Shows information about vertex color scaling.</dd> 30 <dt>Diffuse</dt> 31 <dd>The material's diffuse color.<br /> A swatch of the color and its R, G, B and A values are displayed.</dd> 32 <dt>Ambient</dt> 33 <dd> The material's ambient color.<br /> A swatch of the color and its R, G and B values are displayed. </dd> 34 <dt>Emissive</dt> 35 <dd> The material's emission color.<br /> A swatch of the color and its R, G and B values are displayed. </dd> 36 <dt>Specular 0~1</dt> 37 <dd> The material's specular color.<br /> A swatch of the color and its R, G and B values are displayed. </dd> 38 <dt>Constant 0~5</dt> 39 <dd>The material's constant color.<br /> A swatch of the color and its R, G, B and A values are displayed.</dd> 40 <dt>Enable fragment lighting</dt> 41 <dd>Shows the status for fragment lighting.</dd> 42 <dt>Enable vertex lighting</dt> 43 <dd>Shows the status for vertex lighting.</dd> 44 <dt>Enable hemispherical lighting</dt> 45 <dd>Shows the status for hemispherical lighting.</dd> 46 <dt>Enable occlusion in hemispherical lighting</dt> 47 <dd>Shows the usage status for occlusion in hemispherical lighting.</dd> 48 <dt>Light Set</dt> 49 <dd> The number of the light set being used for lighting.<br /> Shown to the right of this number is the corresponding light set name in the scene that has been configured for use in the Viewer. </dd> 50 <dt>Fog usage</dt> 51 <dd> Shows information about fog usage for the material. </dd> 52 <dt>Fog index</dt> 53 <dd> The number of the fog being used for fog calculations.<br /> Shown to the right of this number is the corresponding fog name in the scene for which fog has been configured. </dd> 54 <dt>Number of shader parameters</dt> 55 <dd>Shows the number of shader parameters being used for the material.</dd> 56 <dt>Texture coordinate unit</dt> 57 <dd>Shows the coordinate unit assigned to the texture being used for the material.</dd> 58 <dt>Bump mapping mode</dt> 59 <dd>Shows the bump mapping mode that is being used.</dd> 60 <dt>Texture unit performing bump mapping</dt> 61 <dd>Shows the texture number being used for bump mapping.</dd> 62 <dt>Enable recalculation of bump vector Z component</dt> 63 <dd>Shows the state of bump vector Z component recalculation.</dd> 64 <dt>Number of textures</dt> 65 <dd>Shows the number of textures being used for the material.</dd> 66 <dt>Texture 0~2 image names</dt> 67 <dd>The name of the texture image being used for the material.</dd> 68 <dt>Texture 0~2 magnification filter</dt> 69 <dd>Shows the filtering method used when zooming in on textures.</dd> 70 <dt>Texture 0~2 minification filter</dt> 71 <dd>Shows the filtering method used when zooming out on textures.</dd> 72 <dt>Texture 0~2 minification border color</dt> 73 <dd>Shows the RGB values for border color when zooming out on textures.</dd> 74 <dt>Texture 0~2 Repeat method in U direction</dt> 75 <dd>Shows the repeat method in the U direction of the texture.</dd> 76 <dt>Texture 0~2 Repeat method in V direction</dt> 77 <dd>Shows the repeat method in the V direction of the texture.</dd> 78 <dt>Texture 0~2 LOD minimum level</dt> 79 <dd>Shows the texture's minimum LOD level.</dd> 80 <dt>Texture 0~2 LOD bias</dt> 81 <dd>Shows the texture's LOD bias.</dd> 82 <dt>Number of coordinators</dt> 83 <dd>Shows the number of coordinators being used for the material.</dd> 84 <dt>Coordinator 0~2 mapping method</dt> 85 <dd>Shows the mapping method for the coordinators being used for the material.</dd> 86 <dt>Coordinator 0~2 UV set in use</dt> 87 <dd>Shows the UV set being used by the coordinator</dd> 88 <dt>Coordinator 0~2 Texture coordinates calculation method</dt> 89 <dd>Shows the texture coordinates calculation method being used by the coordinator.</dd> 90 <dt>Coordinator 0~2 Camera in use</dt> 91 <dd>Shows the camera being used by the coordinator.</dd> 92 <dt>Coordinator 0~2 Matrix Scale U</dt> 93 <dd>Shows the coordinator matrix Scale U</dd> 94 <dt>Coordinator 0~2 Matrix Scale V</dt> 95 <dd>Shows the coordinator matrix Scale V</dd> 96 <dt>Coordinator 0~2 Matrix Rotate</dt> 97 <dd>Shows the coordinator matrix Rotate </dd> 98 <dt>Coordinator 0~2 Matrix Translate U</dt> 99 <dd>Shows the coordinator matrix Translate U</dd> 100 <dt>Coordinator 0~2 Matrix Translate V</dt> 101 <dd>Shows the coordinator matrix Translate V</dd> 102 <dt>Blending mode</dt> 103 <dd>Shows the state of blending</dd> 104 <dt>Logical operation</dt> 105 <dd>Shows the method used for logical operations.</dd> 106 <dt>Color blending source factor</dt> 107 <dd>Shows the source coefficient for color blending.</dd> 108 <dt>Color blending destination factor</dt> 109 <dd>Shows the destination coefficient for color blending.</dd> 110 <dt>Color blending equation</dt> 111 <dd>Shows the equation for color blending.</dd> 112 <dt>Alpha blending source factor</dt> 113 <dd>Shows the source coefficient for alpha blending.</dd> 114 <dt>Alpha blending destination factor</dt> 115 <dd>Shows the destination coefficient for alpha blending.</dd> 116 <dt>Alpha blending equation</dt> 117 <dd>Shows the equation for alpha blending.</dd> 118 <dt>Blending source color</dt> 119 <dd>Shows the source color being used for blending.<br /> The RGB values are displayed to the right.</dd> 120 <dt>Flag to enable alpha test</dt> 121 <dd>Shows the state of the flag to enable the alpha test.</dd> 122 <dt>Comparison function for alpha test</dt> 123 <dd>Shows the comparison function being used for the alpha test.</dd> 124 <dt>Reference value for alpha test</dt> 125 <dd>Shows the reference value being used for the alpha test.</dd> 126 <dt>Flag to enable depth test</dt> 127 <dd>Shows the state of the flag to enable the depth test.</dd> 128 <dt>Flag to enable depth value mask</dt> 129 <dd>Shows the state of the mask being used for the depth test.</dd> 130 <dt>Depth test pass function</dt> 131 <dd>Shows the function being used for the depth test.</dd> 132 <dt>Flag to enable stencil test</dt> 133 <dd>Shows the state of the flag to enable the stencil test.</dd> 134 <dt>Stencil test pass function</dt> 135 <dd>Shows the function being used for the stencil test.</dd> 136 <dt>Stencil test pass reference value</dt> 137 <dd>Shows the reference value being used for the stencil test.</dd> 138 <dt>Stencil test pass mask</dt> 139 <dd>Shows information about the mask being used for the stencil test.</dd> 140 <dt>Operation on fragments that fail stencil test </dt> 141 <dd>Shows how failure of the stencil test is handled.</dd> 142 <dt>Operation on fragments that pass stencil test but fail depth test</dt> 143 <dd>Shows how passage of the stencil test but failure of the depth test is handled.</dd> 144 <dt>Operation on fragments that pass both stencil and depth tests, or pass stencil test when depth test is disabled</dt> 145 <dd>Shows the handling of passage of both stencil and depth tests, or passage of stencil test when depth test is disabled.</dd> 146 <dt>Layer Configuration</dt> 147 <dd>Shows the layer configuration being used by the material.</dd> 148 <dt>Default background color</dt> 149 <dd>Shows the default background color.<br /> The RGB values are displayed to the right.</dd> 150 <dt>Apply Fresnel term</dt> 151 <dd>Shows information about the Fresnel term being applied to the primary color / secondary color.</dd> 152 <dt>Specular color clamping</dt> 153 <dd>Shows information about specular color clamping.</dd> 154 <dt>Apply table term to distribution 0~1</dt> 155 <dd>Shows information about the table term applied to distribution 0~1. </dd> 156 <dt>Geometry factor 0~1</dt> 157 <dd>Shows information about Geometry factor 0 and Geometry factor 1. </dd> 158 <dt>Apply reflection table term</dt> 159 <dd>Shows information about the applied reflection table term. </dd> 160 <dt>Number of texture combiners</dt> 161 <dd>Shows the number of texture combiners being used.</dd> 162 <dt>Texture combiner 0~5 Output color result to next stage</dt> 163 <dd>Shows whether the color result from combiner 0~5 is output to the next stage (the next combiner).</dd> 164 <dt>Texture combiner 0~5 Output alpha result to next stage</dt> 165 <dd>Shows whether the alpha result from combiner 0~5 is output to the next stage (the next combiner).</dd> 166 <dt>Texture combiner 0~5 Constant color</dt> 167 <dd>Shows the constant color being used by texture combiner 0~5.</dd> 168 <dt>Texture combiner 0~5 Combiner function</dt> 169 <dd>Shows the combiner function being used by texture combiner 0~5.</dd> 170 <dt>Texture combiner 0~5 Color scale</dt> 171 <dd>Shows the color scale being used by texture combiner 0~5.</dd> 172 <dt>Texture combiner 0~5 Color sources 0~2</dt> 173 <dd>Shows information about the colors being used for color sources 0~2 for texture combiners 0~5.</dd> 174 <dt>Texture combiner 0~5 Color operands 0~2</dt> 175 <dd>Shows information about color operands 0~2 for texture combiners 0~5.</dd> 176 <dt>Texture combiner 0~5 Alpha combiner function</dt> 177 <dd>Shows the alpha combiner function for texture combiner 0~5.</dd> 178 <dt>Texture combiner 0~5 Alpha scale</dt> 179 <dd>Shows information about the alpha scale being used by texture combiner 0~5.</dd> 180 <dt>Texture combiner 0~5 alpha sources 0~2 </dt> 181 <dd>Shows information about alpha sources 0~2 for texture combiner 0~5.</dd> 182 <dt>Texture combiner 0~5 alpha operands 0~2 </dt> 183 <dd>Shows information about alpha operands 0~2 for texture combiner 0~5.</dd> 184 <dt>Comments</dt> 185 <dd>Comments attached to the material.</dd> 186</dl> 187<h2>Context Menu</h2> 188<p>When you right-click on the Material List, a context menu displays with the following menu items: </p> 189<h3>Edit</h3> 190<dl class="enum"> 191 <dt>Select all</dt> 192 <dd>Selects all objects.</dd> 193 <dd>You can also select all objects using Ctrl+A.</dd> 194 <dt>Toggle Selection</dt> 195 <dd>If an object is selected, the focus switches to an un-selected object.</dd> 196</dl> 197<h3>Properties</h3> 198<p>This displays only when an object has been selected.</p> 199<p>Selecting this menu item opens the corresponding Property window.</p> 200<hr><p>CONFIDENTIAL</p></body> 201</html> 202