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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-11-12 12:37:04 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-11-13 17:46:22 +0100 |
commit | bad74311dbfd01359a947b3afed28f0a7a725d04 (patch) | |
tree | 55e91cbbc35103b80fe08b0268c9bf2f21265f2d /doc | |
parent | 55b49dc71b687b9edf640ae2264879852f0b0503 (diff) |
Set roughness/metallic to 1 when assigning a texture in BaseMaterial3D
This makes material setup faster and avoids mistakes, especially with
the metallic channel which defaults to 0.
The value is only changed when adding a texture when none was
previously assigned, not when assigning a different texture.
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 818ab50030..3fb4ccb867 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -53,6 +53,7 @@ <argument index="1" name="texture" type="Texture2D" /> <description> Sets the texture for the slot specified by [code]param[/code]. See [enum TextureParam] for available slots. + [b]Note:[/b] When setting a roughness or metallic texture on a material that has no texture assigned to those slots, [member roughness] or [member metallic] will automatically be set to [code]1.0[/code] to ensure correct appearance. </description> </method> </methods> @@ -229,6 +230,7 @@ </member> <member name="metallic" type="float" setter="set_metallic" getter="get_metallic" default="0.0"> A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between [code]0[/code] and [code]1[/code] should only be used for blending between metal and non-metal sections. To alter the amount of reflection use [member roughness]. + [b]Note:[/b] [member metallic] is automatically set to [code]1.0[/code] when assigning a metallic texture using [method set_texture]. </member> <member name="metallic_specular" type="float" setter="set_specular" getter="get_specular" default="0.5"> Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources. @@ -301,6 +303,7 @@ </member> <member name="roughness" type="float" setter="set_roughness" getter="get_roughness" default="1.0"> Surface reflection. A value of [code]0[/code] represents a perfect mirror while a value of [code]1[/code] completely blurs the reflection. See also [member metallic]. + [b]Note:[/b] [member roughness] is automatically set to [code]1.0[/code] when assigning a roughness texture using [method set_texture]. </member> <member name="roughness_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture used to control the roughness per-pixel. Multiplied by [member roughness]. |