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-rw-r--r--doc/classes/BaseMaterial3D.xml18
-rw-r--r--scene/resources/material.cpp8
2 files changed, 21 insertions, 5 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 16359108a4..d0290ff5fd 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -218,24 +218,38 @@
Grows object vertices in the direction of their normals.
</member>
<member name="heightmap_deep_parallax" type="bool" setter="set_heightmap_deep_parallax" getter="is_heightmap_deep_parallax_enabled" default="false">
+ If [code]true[/code], uses parallax occlusion mapping to represent depth in the material instead of simple offset mapping (see [member heightmap_enabled]). This results in a more convincing depth effect, but is much more expensive on the GPU. Only enable this on materials where it makes a significant visual difference.
</member>
<member name="heightmap_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
- If [code]true[/code], height mapping is enabled (also called "parallax mapping" or "depth mapping"). See also [member normal_enabled].
+ If [code]true[/code], height mapping is enabled (also called "parallax mapping" or "depth mapping"). See also [member normal_enabled]. Height mapping is a demanding feature on the GPU, so it should only be used on materials where it makes a significant visual difference.
[b]Note:[/b] Height mapping is not supported if triplanar mapping is used on the same material. The value of [member heightmap_enabled] will be ignored if [member uv1_triplanar] is enabled.
</member>
<member name="heightmap_flip_binormal" type="bool" setter="set_heightmap_deep_parallax_flip_binormal" getter="get_heightmap_deep_parallax_flip_binormal" default="false">
+ If [code]true[/code], flips the mesh's binormal vectors when interpreting the height map. If the heightmap effect looks strange when the camera moves (even with a reasonable [member heightmap_scale]), try setting this to [code]true[/code].
</member>
<member name="heightmap_flip_tangent" type="bool" setter="set_heightmap_deep_parallax_flip_tangent" getter="get_heightmap_deep_parallax_flip_tangent" default="false">
+ If [code]true[/code], flips the mesh's tangent vectors when interpreting the height map. If the heightmap effect looks strange when the camera moves (even with a reasonable [member heightmap_scale]), try setting this to [code]true[/code].
</member>
<member name="heightmap_flip_texture" type="bool" setter="set_flag" getter="get_flag" default="false">
+ If [code]true[/code], interprets the height map texture as a depth map, with brighter values appearing to be "lower" in altitude compared to darker values.
+ This can be enabled for compatibility with some materials authored for Godot 3.x. This is not necessary if the Invert import option was used to invert the depth map in Godot 3.x, in which case [member heightmap_flip_texture] should remain [code]false[/code].
</member>
<member name="heightmap_max_layers" type="int" setter="set_heightmap_deep_parallax_max_layers" getter="get_heightmap_deep_parallax_max_layers">
+ The number of layers to use for parallax occlusion mapping when the camera is up close to the material. Higher values result in a more convincing depth effect, especially in materials that have steep height changes. Higher values have a significant cost on the GPU, so it should only be increased on materials where it makes a significant visual difference.
+ [b]Note:[/b] Only effective if [member heightmap_deep_parallax] is [code]true[/code].
</member>
<member name="heightmap_min_layers" type="int" setter="set_heightmap_deep_parallax_min_layers" getter="get_heightmap_deep_parallax_min_layers">
+ The number of layers to use for parallax occlusion mapping when the camera is far away from the material. Higher values result in a more convincing depth effect, especially in materials that have steep height changes. Higher values have a significant cost on the GPU, so it should only be increased on materials where it makes a significant visual difference.
+ [b]Note:[/b] Only effective if [member heightmap_deep_parallax] is [code]true[/code].
</member>
- <member name="heightmap_scale" type="float" setter="set_heightmap_scale" getter="get_heightmap_scale" default="0.05">
+ <member name="heightmap_scale" type="float" setter="set_heightmap_scale" getter="get_heightmap_scale" default="5.0">
+ The heightmap scale to use for the parallax effect (see [member heightmap_enabled]). The default value is tuned so that the highest point (value = 255) appears to be 5 cm higher than the lowest point (value = 0). Higher values result in a deeper appearance, but may result in artifacts appearing when looking at the material from oblique angles, especially when the camera moves. Negative values can be used to invert the parallax effect, but this is different from inverting the texture using [member heightmap_flip_texture] as the material will also appear to be "closer" to the camera. In most cases, [member heightmap_scale] should be kept to a positive value.
+ [b]Note:[/b] If the height map effect looks strange regardless of this value, try adjusting [member heightmap_flip_binormal] and [member heightmap_flip_tangent]. See also [member heightmap_texture] for recommendations on authoring heightmap textures, as the way the heightmap texture is authored affects how [member heightmap_scale] behaves.
</member>
<member name="heightmap_texture" type="Texture2D" setter="set_texture" getter="get_texture">
+ The texture to use as a height map. See also [member heightmap_enabled].
+ For best results, the texture should be normalized (with [member heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/url], this can be done using [b]Colors &gt; Auto &gt; Equalize[/b]. If the texture only uses a small part of its available range, the parallax effect may look strange, especially when the camera moves.
+ [b]Note:[/b] To reduce memory usage and improve loading times, you may be able to use a lower-resolution heightmap texture as most heightmaps are only comprised of low-frequency data.
</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].
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 1d7e6f6470..2b4bfb6cd8 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -1067,7 +1067,8 @@ void BaseMaterial3D::_update_shader() {
code += " float num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
code += " float layer_depth = 1.0 / num_layers;\n";
code += " float current_layer_depth = 0.0;\n";
- code += " vec2 P = view_dir.xy * heightmap_scale;\n";
+ // Multiply the heightmap scale by 0.01 to improve heightmap scale usability.
+ code += " vec2 P = view_dir.xy * heightmap_scale * 0.01;\n";
code += " vec2 delta = P / num_layers;\n";
code += " vec2 ofs = base_uv;\n";
if (flags[FLAG_INVERT_HEIGHTMAP]) {
@@ -1103,7 +1104,8 @@ void BaseMaterial3D::_update_shader() {
}
// Use offset limiting to improve the appearance of non-deep parallax.
// This reduces the impression of depth, but avoids visible warping in the distance.
- code += " vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale;\n";
+ // Multiply the heightmap scale by 0.01 to improve heightmap scale usability.
+ code += " vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale * 0.01;\n";
}
code += " base_uv=ofs;\n";
@@ -2965,7 +2967,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
set_clearcoat(1);
set_clearcoat_roughness(0.5);
set_anisotropy(0);
- set_heightmap_scale(0.05);
+ set_heightmap_scale(5.0);
set_subsurface_scattering_strength(0);
set_backlight(Color(0, 0, 0));
set_transmittance_color(Color(1, 1, 1, 1));