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authorRémi Verschelde <remi@verschelde.fr>2022-07-24 10:13:19 +0200
committerGitHub <noreply@github.com>2022-07-24 10:13:19 +0200
commitb50acebd48d7e45a1444e553a5ea9878ef87592a (patch)
treedb7d445090ccde82e4c09bc99a2511800b0abbce
parent53b5de01ffed9ff0bb9855c13f3805bee05f391c (diff)
parent286ae1f7faed8ab6ffcc3b34c5d662a3e1298cfe (diff)
Merge pull request #63371 from aaronfranke/mat-uv-z-doc
Document what the Z component is used for in BaseMaterial3D UV coords
-rw-r--r--doc/classes/BaseMaterial3D.xml8
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index d3ae85101d..b3cea7217e 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -374,10 +374,10 @@
[b]Note:[/b] This is only effective for objects whose geometry is point-based rather than triangle-based. See also [member point_size].
</member>
<member name="uv1_offset" type="Vector3" setter="set_uv1_offset" getter="get_uv1_offset" default="Vector3(0, 0, 0)">
- How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture.
+ How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture. The Z component is used when [member uv1_triplanar] is enabled, but it is not used anywhere else.
</member>
<member name="uv1_scale" type="Vector3" setter="set_uv1_scale" getter="get_uv1_scale" default="Vector3(1, 1, 1)">
- How much to scale the [code]UV[/code] coordinates. This is multiplied by [code]UV[/code] in the vertex function.
+ How much to scale the [code]UV[/code] coordinates. This is multiplied by [code]UV[/code] in the vertex function. The Z component is used when [member uv1_triplanar] is enabled, but it is not used anywhere else.
</member>
<member name="uv1_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], instead of using [code]UV[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.
@@ -389,10 +389,10 @@
If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in world space rather than object local space. See also [member uv1_triplanar].
</member>
<member name="uv2_offset" type="Vector3" setter="set_uv2_offset" getter="get_uv2_offset" default="Vector3(0, 0, 0)">
- How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture.
+ How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture. The Z component is used when [member uv2_triplanar] is enabled, but it is not used anywhere else.
</member>
<member name="uv2_scale" type="Vector3" setter="set_uv2_scale" getter="get_uv2_scale" default="Vector3(1, 1, 1)">
- How much to scale the [code]UV2[/code] coordinates. This is multiplied by [code]UV2[/code] in the vertex function.
+ How much to scale the [code]UV2[/code] coordinates. This is multiplied by [code]UV2[/code] in the vertex function. The Z component is used when [member uv2_triplanar] is enabled, but it is not used anywhere else.
</member>
<member name="uv2_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], instead of using [code]UV2[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.