{ "$id": "blockception.minecraft.behavior.blocks.minecraft.material_instances", "title": "Material Instances", "description": "The material instances for a block. Maps face or material_instance names in a geometry file to an actual material instance. You can assign a material instance object to any of these faces: \"up\", \"down\", \"north\", \"south\", \"east\", \"west\", or \"*\". You can also give an instance the name of your choosing such as \"my_instance\", and then assign it to a face by doing \"north\":\"my_instance\".", "required": [], "examples": [ { "*": {} }, { "custom_sides": {} }, { "up": {} }, { "down": {} }, { "north": {} }, { "south": "custom_sides" }, { "east": "custom_sides" }, { "west": "custom_sides" } ], "type": "object", "additionalProperties": { "title": "Material Instance", "description": "The material instance for a block. Maps face or material_instance names in a geometry file to an actual material instance. You can assign a material instance object to any of these faces: \"up\", \"down\", \"north\", \"south\", \"east\", \"west\", or \"*\". You can also give an instance the name of your choosing such as \"my_instance\", and then assign it to a face by doing \"north\":\"my_instance\".", "oneOf": [ { "type": "string" }, { "type": "object", "additionalProperties": false, "properties": { "alpha_masked_tint": { "title": "Alpha Masked Tint", "description": "Should the tint be multiplied by the alpha channel of texture (similar to grass_block's sides)?", "type": "boolean", "default": false }, "ambient_occlusion": { "title": "Ambient Occlusion", "description": "Should this material have ambient occlusion applied when lighting? If true, shadows will be created around and underneath the block.", "anyOf": [ { "type": "boolean", "default": true }, { "type": "number", "minimum": 0 //TODO: Check if there's a maximum value } ] }, "emissive": { "title": "Emissive", "description": "[Experimental] Should this material be rendered as emissive", "type": "boolean", "default": false }, "face_dimming": { "title": "Face Dimming", "type": "boolean", "default": true, "description": "Should this material be dimmed by the direction it's facing?" }, "render_method": { "title": "Render Method", "type": "string", "default": "opaque", "description": "The render method to use. Must be one of these options: opaque - Used for a regular block texture without an alpha layer. Does not allow for transparency or translucency. double_sided - Used for completely disabling backface culling. blend - Used for a block like stained glass. Allows for transparency and translucency (slightly transparent textures). alpha_test - Used for a block like the vanilla (unstained) glass. Does not allow for translucency, only fully opaque or fully transparent textures. Also disables backface culling.", "markdownDescription": "The render method to use. Must be one of these options: \nopaque - Used for a regular block texture without an alpha layer. Does not allow for transparency or translucency.\ndouble_sided - Used for completely disabling backface culling.\nblend - Used for a block like stained glass. Allows for transparency and translucency (slightly transparent textures).\nalpha_test - Used for a block like the vanilla (unstained) glass. Does not allow for translucency, only fully opaque or fully transparent textures. Also disables backface culling.", "enum": ["opaque", "double_sided", "blend", "alpha_test", "alpha_test_single_sided", "blend_to_opaque", "alpha_test_to_opaque", "alpha_test_single_sided_to_opaque"] }, "texture": { "title": "Texture", "type": "string", "description": "Texture name for the material." }, "isotropic": { "title": "Isotropic", "description": "Controls rotating the face UVs randomly based on BlockPos", "type": "boolean" }, "tint_method": { "title": "Tint Method", "description": "Tint multiplied to the color. Tint method logic varies, but often refers to the \"rain\" and \"temperature\" of the biome the block is placed in to compute the tint.", "type": "string", "$ref": "../../../../general/vanilla/tint_methods.json" } } } ] } }