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@@ -104,7 +104,7 @@ Regular shader materials allow custom lighting code. Fixed materials
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come with four predefined shader types:
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come with four predefined shader types:
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- **Lambert**: The standard diffuse light, where the amount of light is
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- **Lambert**: The standard diffuse light, where the amount of light is
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- proportional to the angle with the light emissor.
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+ proportional to the angle from the light emitter.
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- **Wrap**: A variation on Lambert, where the "coverage" of the light
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- **Wrap**: A variation on Lambert, where the "coverage" of the light
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can be changed. This is useful for many types of materials such as
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can be changed. This is useful for many types of materials such as
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wood, clay, hair, etc.
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wood, clay, hair, etc.
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@@ -127,8 +127,8 @@ added together, here's an example of what detail textures are for:
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Normal depth
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Normal depth
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~~~~~~~~~~~~
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~~~~~~~~~~~~
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-Normal depth controls the inensity of the normal-mapping as well as the
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-direction. On 1 (the default) normalmapping applies normaly, on -1 the
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+Normal depth controls the intensity of the normal-mapping as well as the
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+direction. On 1 (the default) normalmapping applies normally, on -1 the
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map is inverted and on 0 is disabled. Intermediate or greater values are
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map is inverted and on 0 is disabled. Intermediate or greater values are
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accepted. Here's how it's supposed to look:
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accepted. Here's how it's supposed to look:
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@@ -147,7 +147,7 @@ Blend mode
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~~~~~~~~~~
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~~~~~~~~~~
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Objects are usually blended in Mix mode. Other blend modes (Add and Sub)
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Objects are usually blended in Mix mode. Other blend modes (Add and Sub)
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-exist for special cases (usually particle effects, light rays, etc) but
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+exist for special cases (usually particle effects, light rays, etc.) but
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materials can be set to them:
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materials can be set to them:
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.. image:: /img/fixed_material_blend.png
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.. image:: /img/fixed_material_blend.png
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