diff options
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 14 | ||||
-rw-r--r-- | doc/classes/StandardMaterial3D.xml | 2 |
2 files changed, 12 insertions, 4 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index dbc7d0fb29..de980eab0c 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -115,7 +115,7 @@ The color used by the backlight effect. Represents the light passing through an object. </member> <member name="backlight_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> - If [code]true[/code], the backlight effect is enabled. + If [code]true[/code], the backlight effect is enabled. See also [member subsurf_scatter_transmittance_enabled]. </member> <member name="backlight_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture used to control the backlight effect per-pixel. Added to [member backlight]. @@ -289,6 +289,7 @@ [b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To display a normal map [i]above[/i] the [member detail_albedo] texture, use [member detail_normal] instead. </member> <member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + The Occlusion/Roughness/Metallic texture to use. This is a more efficient replacement of [member ao_texture], [member roughness_texture] and [member metallic_texture] in [ORMMaterial3D]. Ambient occlusion is stored in the red channel. Roughness map is stored in the green channel. Metallic map is stored in the blue channel. The alpha channel is ignored. </member> <member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames"> The number of horizontal frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]. @@ -350,13 +351,13 @@ </member> <member name="specular_mode" type="int" setter="set_specular_mode" getter="get_specular_mode" enum="BaseMaterial3D.SpecularMode" default="0"> The method for rendering the specular blob. See [enum SpecularMode]. - [b]Note:[/b] Only applies to the specular blob. Does not affect specular reflections from the Sky, SSR, or ReflectionProbes. + [b]Note:[/b] [member specular_mode] only applies to the specular blob. It does not affect specular reflections from the sky, screen-space reflections, [VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these sources as well, set [member metallic_specular] to [code]0.0[/code] instead. </member> <member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. </member> <member name="subsurf_scatter_skin_mode" type="bool" setter="set_flag" getter="get_flag" default="false"> - If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin. + If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin, such as boosting the intensity of the red channel in subsurface scattering. </member> <member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength" default="0.0"> The strength of the subsurface scattering effect. @@ -365,14 +366,19 @@ Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength]. </member> <member name="subsurf_scatter_transmittance_boost" type="float" setter="set_transmittance_boost" getter="get_transmittance_boost" default="0.0"> + The intensity of the subsurface scattering transmittance effect. </member> <member name="subsurf_scatter_transmittance_color" type="Color" setter="set_transmittance_color" getter="get_transmittance_color" default="Color(1, 1, 1, 1)"> + The color to multiply the subsurface scattering transmittance effect with. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code]. </member> <member name="subsurf_scatter_transmittance_depth" type="float" setter="set_transmittance_depth" getter="get_transmittance_depth" default="0.1"> + The depth of the subsurface scattering transmittance effect. </member> <member name="subsurf_scatter_transmittance_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> + If [code]true[/code], enables subsurface scattering transmittance. Only effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also [member backlight_enabled]. </member> <member name="subsurf_scatter_transmittance_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + The texture to use for multiplying the intensity of the subsurface scattering transmitteance intensity. See also [member subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code]. </member> <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3"> Filter flags for the texture. See [enum TextureFilter] for options. @@ -385,6 +391,7 @@ If [code]true[/code], transparency is enabled on the body. See also [member blend_mode]. </member> <member name="use_particle_trails" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], enables parts of the shader required for [GPUParticles3D] trails to function. This also requires using a mesh with appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of materials used in [GPUParticles3D] meshes will break material rendering. </member> <member name="use_point_size" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], render point size can be changed. @@ -682,6 +689,7 @@ Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin. </constant> <constant name="FLAG_PARTICLE_TRAILS_MODE" value="19" enum="Flags"> + Enables parts of the shader required for [GPUParticles3D] trails to function. This also requires using a mesh with appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of materials used in [GPUParticles3D] meshes will break material rendering. </constant> <constant name="FLAG_ALBEDO_TEXTURE_MSDF" value="20" enum="Flags"> Enables multichannel signed distance field rendering shader. diff --git a/doc/classes/StandardMaterial3D.xml b/doc/classes/StandardMaterial3D.xml index bd6e5cdfa2..0f6a3168eb 100644 --- a/doc/classes/StandardMaterial3D.xml +++ b/doc/classes/StandardMaterial3D.xml @@ -4,7 +4,7 @@ Physically based rendering (PBR) material that can be applied to 3D objects. </brief_description> <description> - StandardMaterial3D's properties are inherited from [BaseMaterial3D]. + [StandardMaterial3D]'s properties are inherited from [BaseMaterial3D]. [StandardMaterial3D] uses separate textures for ambient occlusion, roughness and metallic maps. To use a single ORM map for all 3 textures, use an [ORMMaterial3D] instead. </description> <tutorials> <link title="Standard Material 3D and ORM Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link> |