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-rw-r--r--doc/classes/BaseMaterial3D.xml38
1 files changed, 18 insertions, 20 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 818ab50030..ae7b0afaa7 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="BaseMaterial3D" inherits="Material" version="4.0">
+<class name="BaseMaterial3D" inherits="Material" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Default 3D rendering material.
</brief_description>
@@ -7,7 +7,7 @@
This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.
</description>
<tutorials>
- <link title="Standard Material 3D">https://docs.godotengine.org/en/latest/tutorials/3d/standard_material_3d.html</link>
+ <link title="Standard Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link>
</tutorials>
<methods>
<method name="get_feature" qualifiers="const">
@@ -79,13 +79,16 @@
Threshold at which the alpha scissor will discard values.
</member>
<member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy" default="0.0">
- The strength of the anisotropy effect.
+ The strength of the anisotropy effect. This is multiplied by [member anisotropy_flowmap]'s alpha channel if a texture is defined there and the texture contains an alpha channel.
</member>
<member name="anisotropy_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
- If [code]true[/code], anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Mesh tangents are needed for this to work. If the mesh does not contain tangents the anisotropy effect will appear broken.
+ If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of the specular blob and aligns it to tangent space. This is useful for brushed aluminium and hair reflections.
+ [b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh does not contain tangents, the anisotropy effect will appear broken.
+ [b]Note:[/b] Material anisotropy should not to be confused with anisotropic texture filtering, which can be enabled by setting [member texture_filter] to [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC].
</member>
<member name="anisotropy_flowmap" type="Texture2D" setter="set_texture" getter="get_texture">
- Texture that offsets the tangent map for anisotropy calculations.
+ Texture that offsets the tangent map for anisotropy calculations and optionally controls the anisotropy effect (if an alpha channel is present). The flowmap texture is expected to be a derivative map, with the red channel representing distortion on the X axis and green channel representing distortion on the Y axis. Values below 0.5 will result in negative distortion, whereas values above 0.5 will result in positive distortion.
+ If present, the texture's alpha channel will be used to multiply the strength of the [member anisotropy] effect. Fully opaque pixels will keep the anisotropy effect's original strength while fully transparent pixels will disable the anisotropy effect entirely. The flowmap texture's blue channel is ignored.
</member>
<member name="ao_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens areas based on the [member ao_texture].
@@ -129,14 +132,14 @@
If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough.
[b]Note:[/b] Clearcoat rendering is not visible if the material's [member shading_mode] is [constant SHADING_MODE_UNSHADED].
</member>
- <member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss" default="0.5">
- Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.
+ <member name="clearcoat_roughness" type="float" setter="set_clearcoat_roughness" getter="get_clearcoat_roughness" default="0.5">
+ Sets the roughness of the clearcoat pass. A higher value results in a rougher clearcoat while a lower value results in a smoother clearcoat.
</member>
<member name="clearcoat_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture that defines the strength of the clearcoat effect and the glossiness of the clearcoat. Strength is specified in the red channel while glossiness is specified in the green channel.
</member>
<member name="cull_mode" type="int" setter="set_cull_mode" getter="get_cull_mode" enum="BaseMaterial3D.CullMode" default="0">
- Which side of the object is not drawn when backfaces are rendered. See [enum CullMode].
+ Determines which side of the triangle to cull depending on whether the triangle faces towards or away from the camera. See [enum CullMode].
</member>
<member name="depth_draw_mode" type="int" setter="set_depth_draw_mode" getter="get_depth_draw_mode" enum="BaseMaterial3D.DepthDrawMode" default="0">
Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member transparency].
@@ -155,7 +158,7 @@
</member>
<member name="detail_normal" type="Texture2D" setter="set_texture" getter="get_texture">
Texture that specifies the per-pixel normal of the detail overlay.
- [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV" default="0">
Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options.
@@ -252,7 +255,7 @@
<member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture used to specify the normal at a given pixel. The [code]normal_texture[/code] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [code]normal_texture[/code] is oriented around the surface normal provided by the [Mesh].
[b]Note:[/b] The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with [SurfaceTool], you can use [method SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to automatically generate normals and tangents respectively.
- [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
+ [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
@@ -316,6 +319,7 @@
</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.
</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.
@@ -576,10 +580,10 @@
No depth draw.
</constant>
<constant name="CULL_BACK" value="0" enum="CullMode">
- Default cull mode. The back of the object is culled when not visible.
+ Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes this means that only the exterior of the mesh will be visible.
</constant>
<constant name="CULL_FRONT" value="1" enum="CullMode">
- The front of the object is culled when not visible.
+ Front face triangles will be culled when facing the camera. This results in only the back side of triangles being drawn. For closed-surface meshes this means that the interior of the mesh will be drawn instead of the exterior.
</constant>
<constant name="CULL_DISABLED" value="2" enum="CullMode">
No culling is performed.
@@ -661,16 +665,10 @@
<constant name="SPECULAR_SCHLICK_GGX" value="0" enum="SpecularMode">
Default specular blob.
</constant>
- <constant name="SPECULAR_BLINN" value="1" enum="SpecularMode">
- Older specular algorithm, included for compatibility.
- </constant>
- <constant name="SPECULAR_PHONG" value="2" enum="SpecularMode">
- Older specular algorithm, included for compatibility.
- </constant>
- <constant name="SPECULAR_TOON" value="3" enum="SpecularMode">
+ <constant name="SPECULAR_TOON" value="1" enum="SpecularMode">
Toon blob which changes size based on roughness.
</constant>
- <constant name="SPECULAR_DISABLED" value="4" enum="SpecularMode">
+ <constant name="SPECULAR_DISABLED" value="2" enum="SpecularMode">
No specular blob.
</constant>
<constant name="BILLBOARD_DISABLED" value="0" enum="BillboardMode">