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	<title>Firefly/ff material - Revision history</title>
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	<updated>2026-04-07T09:39:06Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.quasar-rce.com/index.php?title=Firefly/ff_material&amp;diff=110&amp;oldid=prev</id>
		<title>Tasella-Wa Tudina: Created page with &quot;== Firefly Material Cache Object ==  The Material Cache object is used to store and array a collection of materials that are used to &quot;skin&quot; a variety of nodes. Once one has set the material image and settings, you can reference said materials numerical position in the &quot;array&quot; in a &quot;set material&quot; action is most node objects.  == Actions == * Add a new material - creates a new material at the next available material index slot. Requires you give it a name using the express...&quot;</title>
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		<updated>2025-06-21T03:58:47Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;== Firefly Material Cache Object ==  The Material Cache object is used to store and array a collection of materials that are used to &amp;quot;skin&amp;quot; a variety of nodes. Once one has set the material image and settings, you can reference said materials numerical position in the &amp;quot;array&amp;quot; in a &amp;quot;set material&amp;quot; action is most node objects.  == Actions == * Add a new material - creates a new material at the next available material index slot. Requires you give it a name using the express...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Firefly Material Cache Object ==&lt;br /&gt;
&lt;br /&gt;
The Material Cache object is used to store and array a collection of materials that are used to &amp;quot;skin&amp;quot; a variety of nodes. Once one has set the material image and settings, you can reference said materials numerical position in the &amp;quot;array&amp;quot; in a &amp;quot;set material&amp;quot; action is most node objects.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
* Add a new material - creates a new material at the next available material index slot. Requires you give it a name using the expression editor.&lt;br /&gt;
&lt;br /&gt;
* Copy a material - Allows using a materials index value to copy it’s contents into another material slot by selecting the new slots index.&lt;br /&gt;
&lt;br /&gt;
* Remove a material - Remove a material from the Cache by selecting the materials index value&lt;br /&gt;
&lt;br /&gt;
* Edit Material - Allows you to edit the properties of a specific material&lt;br /&gt;
** Set a material’s name - allows you to set a existing material’s name&lt;br /&gt;
** Set a material type - Allows a user to set or change the display type of a material, kinda like a ink effect in some regards. For instance you can change it from Solid to Transparent Add. First select the material index value, then using a value from the material table below enter the new type.&lt;br /&gt;
** Set a material’s data type one - Sets an alterable value for a specific material&lt;br /&gt;
** Set a material’s data type two - Sets the second alterable value for a specific material&lt;br /&gt;
** Textures (1 - 4)&lt;br /&gt;
*** Render Target - Whether or not this texture is a target for “Render to texture” action inside the Firefly Engine.&lt;br /&gt;
*** Render Target Texture Size -The size of the render texture.&lt;br /&gt;
*** Load Image from file - Using an image selection dialog or a expression manually display a external image in the material slot&lt;br /&gt;
*** Load Image from Surface Object - Replace a material with a selected image from a Surface object&lt;br /&gt;
*** Set Anisotropic Filter -&lt;br /&gt;
*** Linear Filter - Sets the type of resampling / quality of the texture when resized.&lt;br /&gt;
*** Texture Wrap -&lt;br /&gt;
*** Set Mipmap Level of Detail Bias -&lt;br /&gt;
** Set Ambient Colour - The color when the object is in shadow&lt;br /&gt;
** Set Diffuse Colour - The base color of the material&lt;br /&gt;
** Set Specular Colour - The color of the object at direct light&lt;br /&gt;
** Set Emissive Colour - The color of the object that the material emits by itself&lt;br /&gt;
** Set Shininess -&lt;br /&gt;
** Set Thickness -&lt;br /&gt;
** Anti Aliasing - The type of anti-aliasing that will be used for the material&lt;br /&gt;
** Vertex Colour Material -&lt;br /&gt;
** Render Red Mask - Sets whether or not to render the colour red&lt;br /&gt;
** Render Green Mask - Sets whether or not to render the colour green&lt;br /&gt;
** Render Blue Mask - Sets whether or not to render the colour blue&lt;br /&gt;
** Frontface Culling - When on, the front of each face (outside of mesh) will be removed&lt;br /&gt;
** Backface Culling - When on, the back of each face (inside of mesh) will be removed&lt;br /&gt;
** Fog - When on, the material will be affected by the fog&lt;br /&gt;
** Gouraud Shading - When on, the material will smooth the light on each connected vertices&lt;br /&gt;
** Lighting - When on, adds light and shadow to the material&lt;br /&gt;
** Normalize Normals - Normalises faces after scaling&lt;br /&gt;
** Point Cloud -&lt;br /&gt;
** Wireframe - When on, lines between vertices are only rendered&lt;br /&gt;
** Z Write -&lt;br /&gt;
** Z Buffer - Sets how should the material be rendered, either in front or sent to back. Defaults to Less Equal.&lt;br /&gt;
** Use a Shader -&lt;br /&gt;
** Shader Settings -&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
* On set shaders constants -&lt;br /&gt;
&lt;br /&gt;
* First Texture is Render Target - Checks if the texture is a target for the “Render to target” action from the Engine object&lt;br /&gt;
&lt;br /&gt;
* Second Texture is Render Target -&lt;br /&gt;
&lt;br /&gt;
* Third Texture is Render Target -&lt;br /&gt;
&lt;br /&gt;
* Fourth Texture is Render Target -&lt;br /&gt;
&lt;br /&gt;
* Render Red Mask - Checks if “Render Red Mask” is checked&lt;br /&gt;
&lt;br /&gt;
* Render Green Mask -&lt;br /&gt;
&lt;br /&gt;
* Render Blue Mask -&lt;br /&gt;
&lt;br /&gt;
* Render Alpha Mask -&lt;br /&gt;
&lt;br /&gt;
* Is Frontface Culling Enabled - Checks if the front of each face is removed&lt;br /&gt;
&lt;br /&gt;
* Is Backface Culling Enabled - Checks if the back of each face is removed&lt;br /&gt;
&lt;br /&gt;
* Is Fog Enabled - Checks whether the material is affected by fog&lt;br /&gt;
&lt;br /&gt;
* Is Gouraud Shading Enabled - Checks if the material smooths out faces&lt;br /&gt;
&lt;br /&gt;
* Is lighting Enabled - Checks if the material has light and shadow&lt;br /&gt;
&lt;br /&gt;
* Is Normalized Normals Enabled -  Checks if the material normalises each face after scale&lt;br /&gt;
&lt;br /&gt;
* Draw as Point Cloud -&lt;br /&gt;
&lt;br /&gt;
* Draw as Wireframe - Checks if the material draws only lines between vertices.&lt;br /&gt;
&lt;br /&gt;
* Is Z Write Enabled -&lt;br /&gt;
&lt;br /&gt;
* Uses a Shader -&lt;br /&gt;
&lt;br /&gt;
== Expressions ==&lt;br /&gt;
* Get a Material - Returns the fixed value of a specific material, identified by index.&lt;br /&gt;
&lt;br /&gt;
* Get number of Materials - Returns the number of materials currently inside the cache.&lt;br /&gt;
&lt;br /&gt;
* Get a Material’s index - Returns the index of the Material, found by its name.&lt;br /&gt;
&lt;br /&gt;
* Get a Material’s Name - Returns the name of the Material, found by its index.&lt;br /&gt;
&lt;br /&gt;
* Get a Material’s Type -&lt;br /&gt;
&lt;br /&gt;
* Get a Material’s Type Data One -&lt;br /&gt;
&lt;br /&gt;
* Get a Material’s Type Data Two -&lt;br /&gt;
&lt;br /&gt;
* Textures -&lt;br /&gt;
&lt;br /&gt;
* Get Ambient Colour -&lt;br /&gt;
&lt;br /&gt;
* Get Diffuse Colour -&lt;br /&gt;
&lt;br /&gt;
* Get Specular Colour -&lt;br /&gt;
&lt;br /&gt;
* Get Emissive Colour -&lt;br /&gt;
&lt;br /&gt;
* Get Shininess -&lt;br /&gt;
&lt;br /&gt;
* Get Thickness -&lt;br /&gt;
&lt;br /&gt;
* Get Anti Aliasing -&lt;br /&gt;
&lt;br /&gt;
* Get Vertex Colour Material -&lt;br /&gt;
&lt;br /&gt;
* Get Z Buffer -&lt;br /&gt;
&lt;br /&gt;
* Get Loaded Vertex Shader string -&lt;br /&gt;
&lt;br /&gt;
* Get Loaded Pixel Shader string -&lt;br /&gt;
&lt;br /&gt;
* Get Vertex Shader Entry Point -&lt;br /&gt;
&lt;br /&gt;
* Get Vertex Shader Compile Target -&lt;br /&gt;
&lt;br /&gt;
* Get Pixel Shader Entry Point -&lt;br /&gt;
&lt;br /&gt;
* Get Pixel Shader Compiled Target -&lt;br /&gt;
&lt;br /&gt;
* Get On Shader Constant Material Index -&lt;br /&gt;
&lt;br /&gt;
* Get On Shader Constant Node’s Fixed Value -&lt;br /&gt;
&lt;br /&gt;
== Material Types == &lt;br /&gt;
&lt;br /&gt;
Fill in data here&lt;/div&gt;</summary>
		<author><name>Tasella-Wa Tudina</name></author>
	</entry>
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