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Render Type (Data Type)

Picks how a texture is drawn onto the model: the blending, culling and lighting style of a render layer. It is used by the render_type field of apoli:custom_model_render, and is given as a string. Matching ignores case and separators.

Values

render_typeDescription
translucentThe standard semi-transparent draw, with back faces drawn and alpha blended. The default, and the classic overlay look. It uses the tint and alpha.
translucent_cullLike translucent, but with back faces culled. Slightly cheaper, so use it when the texture has no see-through faces inside.
cutoutHard-edged: each pixel is either fully opaque or fully transparent, with no partial alpha. Good for crisp textures and decals.
cutout_no_cullcutout without back face culling, so thin or flat geometry shows from both sides.
solidA fully opaque draw that ignores the alpha channel.
emissiveGlowing: drawn unlit at full brightness and alpha blended, but still tinted. Aliases: glow and translucent_emissive. Good for auras and energy effects that should shine in the dark.
eyesThe vanilla eyes style, always at full brightness and untinted, so the tint fields are ignored. The classic glowing eyes look.
energy_swirlThe aura of a charged creeper or wither armour: added on top of what is underneath so it glows, tinted, with the texture sliding across the model at the power's scroll_speed. Alias: swirl.
tip

emissive keeps your red, green, blue and alpha tint while glowing, and eyes is brighter and additive but ignores the tint. Pick emissive for a coloured glow, eyes for a plain overlay glow and energy_swirl for a moving shimmer.

On a geometry mode model, which stands on its own, emissive and eyes hide whatever is behind them like any solid model does, so water, stained glass and other see-through blocks behind a glowing model stay behind it instead of showing through. As an overlay on the entity's own model they don't block anything themselves, because the model underneath already does.

Example

{
  "type": "apoli:custom_model_render",
  "wide_texture_location": "example:textures/entity/visor.png",
  "render_as_overlay": true,
  "render_type": "emissive",
  "body_parts": "head",
  "red": 1.0,
  "green": 0.3,
  "blue": 0.3
}

A red, glowing visor over the head.