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@@ -306,7 +306,7 @@ In practice, it's a smaller specular blob added on top of the existing material.
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Anisotropy
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~~~~~~~~~~
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-Changes the shape of the specular blow and aligns it to tangent space. Anisotropy is commonly used with hair, or to make materials such as brushed alluminium more realistic.
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+Changes the shape of the specular blow and aligns it to tangent space. Anisotropy is commonly used with hair, or to make materials such as brushed aluminium more realistic.
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It works especially well when combined with flowmaps.
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.. image:: img/spatial_material18.png
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@@ -367,7 +367,7 @@ Godot supports 2 UV channels per material. Secondary UV is often useful for AO o
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Triplanar Mapping
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~~~~~~~~~~~~~~~~~
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-Trilpanar mapping is supported for both UV1 and UV2. This is an alternative way to obtain texture coordinates, often called "Autotexture". Textures are sampled in X,Y and Z and blended by the normal.
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+Triplanar mapping is supported for both UV1 and UV2. This is an alternative way to obtain texture coordinates, often called "Autotexture". Textures are sampled in X,Y and Z and blended by the normal.
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Triplanar can be either worldspace or object space.
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In the image below, you can see how all primitives share the same material with world triplanar, so bricks continue smoothly between them.
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@@ -378,7 +378,7 @@ Proximity and Distance Fade
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Godot allows materials to fade by proximity to another, as well as depending on the distance to the viewer.
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-Proximity fade is very useful for effecs such as soft particles, or a mass of water with a smooth blending to the shores.
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+Proximity fade is very useful for effects such as soft particles, or a mass of water with a smooth blending to the shores.
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Distance fade is useful for light shafts or indicators that are only present after a given distance.
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Keep in mind enabling these enables alpha blending, so abusing them for a whole scene is not generally a good idea.
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