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
.edmfile.
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.