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EDM material inputs reference

Consolidated reference for material inputs across the default EDM material, the Glass material, and the Deck material.

Preview-only controls affect Blender's viewport display but are not written to the exported .edm file.


Default EDM material

Input Type Affects export? Description
Base Color Texture / colour Yes Albedo. If no texture, the colour value sets a flat object colour
Base Alpha Texture Preview only For viewport transparency display
Decal Color Texture Yes Second colour layer (dirt, leaks, surface details) on the decal UV
Decal Alpha Texture Preview only For viewport decal transparency
Roughness Metallic (RMC) Texture Yes Packed roughness/metallic/AO. Each channel carries a different map
AO Value Slider Preview only Visually overlays AO on colour for viewport preview
Light Map Texture Yes Baked lighting/AO on a separate UV map
Light Map Value Slider Preview only Strength of light map in viewport
Normal Map Texture Yes Standard tangent-space normal
Normal Encoding Toggle (DirectX / OpenGL) Preview only Switches viewport normal interpretation
Emissive Texture Yes Emission texture
Emissive Mask Texture / value Yes Defines where emission is active
Emissive Value Slider Yes Emission intensity
FLIR Texture Yes Infrared appearance of the object
DM_base Texture Yes Damage albedo
DM_normal Texture Yes Damage normal
DM_map Texture Yes Damage animation mask (anything not black is visible; >0.85 is transparent)
Damage Visibility Slider Preview only Preview damage state in viewport
Decal ID Number Yes Draw order — higher number renders later
Opacity Value Slider Yes Transparency multiplier. Animatable for fade in/out
Material Version Number (Internal) Update via Update EDM Materials if export errors mention version

Outputs

Output Purpose
BSDF (main) Connect to Material Output → Surface. Required for correct viewport
Per-channel previews Preview AO, roughness, metallic, etc. in isolation

Glass material (EDM Glass)

Input Affects export? Description
Glass Color / Color Filter Yes Albedo of the glass itself — the colour of the glass, not what's on it
Diffuse Color / Dirt Yes Colour of dirt and leaks on the glass. Connect alpha as well
Roughness Metallic Yes Standard packed RM input
Normal / Scratches Yes (in-game) Mainly used for scratches. Does not display in Blender's viewer
FLIR Yes Same as default material
Damage Textures Yes DM_base, DM_normal, DM_map — same as default material
Shadow Caster Yes Shadow rendering mode
Transparency Yes Export transparency setting
Glass Type Yes Cockpit or Instrumental

Deck material

A two-layer composite material for ship and carrier decks.

Layer 1 — tiled base

Repeating texture (planks, grating, metal plating).

Input Description
Base Color Tiled albedo
Roughness Metallic Tiled RMC
Normal Tiled normal

Uses the first UV map, typically tiled horizontally.

Layer 2 — unique decal

Per-deck variation (dirt, streaks, tyre marks, weathering).

Input Description
Base Color Unique albedo on second UV
Roughness Metallic Unique RMC on second UV
Wet Map Wetness mask on second UV
Damage Textures DM_base, DM_normal, DM_map (optional)

Uses the second UV map. Each second-layer texture node must have a UV Map node connected to it pointing to the second UV.


Texture format quick reference

Format Use for
BC1 DDS Albedo without alpha, light maps
BC3 DDS Albedo with alpha, packed RMC
BC5 DDS Normal maps

Non-Color mode must be set in Blender on roughness, metallic, normal, light map, and damage textures for correct viewport display.

See Materials & Textures — Texture format requirements for full discussion.


Cross-references