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clean up of probe text

Juan Linietsky 7 years ago
parent
commit
88ce9b18ce
1 changed files with 3 additions and 121 deletions
  1. 3 121
      learning/features/3d/reflection_probes.rst

+ 3 - 121
learning/features/3d/reflection_probes.rst

@@ -26,7 +26,7 @@ Setting up reflection probes is really easy! Just create a ReflectionProbe node,
 
 This should result in immediate local reflections. If you are using a Sky texture, reflections are by default blended. with it. 
 
-By default, or interiors, reflections may appear to not have much consistence. In this scenario, make sure to tick the *"Box Correct"* property.
+By default, on interiors, reflections may appear to not have much consistence. In this scenario, make sure to tick the *"Box Correct"* property.
 
 .. image:: img/refprobe_box_property.png
 
@@ -61,7 +61,8 @@ the probe not render the sky, and also allows custom amibent lighting settings.
 .. image:: img/refprobe_cullmask.png
 
 When probes are set to **Interior**, custom constant ambient lighting can be specified per probe. Just choose a color and an energy.
-Optionally, you can blend this ambient light with the probe diffuse capture by tweaking the **Ambient Contribution* property (0.0 means, pure ambient color, while 1.0 means pure diffuse capture).
+
+Optionally, you can blend this ambient light with the probe diffuse capture by tweaking the **Ambient Contribution** property (0.0 means, pure ambient color, while 1.0 means pure diffuse capture).
 
 
 Blending
@@ -92,122 +93,3 @@ customized in Project Settings -> Quality -> Reflections
 .. image:: img/refprobe_atlas.png
 
 
-
-
-
-
-
-
-
-
-Materials can be applied to most visible 3D objects. Basically they
-describe how light interacts with that object. There are many
-types of materials, but the main ones are the
-:ref:`FixedMaterial <class_FixedMaterial>` and the
-:ref:`ShaderMaterial <class_ShaderMaterial>`.
-Tutorials for each of them exist :ref:`doc_fixed_materials` and :ref:`doc_shader_materials`.
-
-This tutorial is about the basic properties shared between them.
-
-.. image:: img/material_flags.png
-
-Flags
------
-
-Materials, no matter which type they are, have an associated set of flags.
-Their use will be explained in the following.
-
-Visible
-~~~~~~~
-
-Toggles whether the material is visible. If unchecked, the object will
-not be shown.
-
-Double sided & inverted faces
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-Godot by default only shows geometry faces (triangles) when their front-side
-faces the camera. If looking at the front-side of a face, its vertices
-have to be oriented clockwise by definition. For closed objects, the
-back-side of faces is never visible because they are hidden by other
-faces. SO not drawing invisible triangles (whose vertices are oriented
-counter-clockwise on the view plane) saves a lot of GPU power.
-
-However, for flat or open objects, the back-side of faces might be visible
-and needs to be drawn as well. The "double sided" flag makes sure that no matter the facing,
-the triangle will always be drawn. It is also possible to invert this
-check and draw only counter-clockwise looking faces, though it's not
-very useful except for a few cases (like drawing outlines).
-
-Unshaded
-~~~~~~~~
-
-Objects are always black unless light affects them, and their shading
-changes according to the type and direction of lights. When this flag is
-turned on, the diffuse color is displayed right the same as it appears
-in the texture or parameter:
-
-.. image:: img/material_unshaded.png
-
-On top
-~~~~~~
-
-When this flag is turned on, the object will be drawn after everything
-else has been drawn and without a depth test. This is generally useful
-for objects which shall never be hidden by other objects such as HUD effects
-or gizmos.
-
-Ligthmap on UV2
-~~~~~~~~~~~~~~~
-
-When using lightmapping (see the :ref:`doc_light_baking` tutorial), this option
-determines that the lightmap should be accessed on the UV2 array instead
-of regular UV.
-
-Parameters
-----------
-
-Some parameters also exist for controlling drawing and blending:
-
-Blend mode
-~~~~~~~~~~
-
-Objects are usually blended in Mix mode. Other blend modes (Add and Sub)
-exist for special cases (usually particle effects, light rays, etc.) but
-materials can be set to them:
-
-.. image:: img/fixed_material_blend.png
-
-Line width
-~~~~~~~~~~
-
-When drawing lines, the size of them can be adjusted here per material.
-
-Depth draw mode
-~~~~~~~~~~~~~~~
-
-This is a tricky but very useful setting. By default, opaque objects are
-drawn using the depth buffer and translucent objects are not (but are
-sorted by depth). This behavior can be changed here. The options are:
-
--  **Always**: Draw objects with depth always, even those with alpha.
-   This often results in glitches like the one in the first image (which
-   is why it's not the default).
--  **Opaque Only**: Draw objects with depth only when they are opaque,
-   and do not set depth for alpha. This is the default because it's fast,
-   but it's not the most correct setting. Objects with transparency that
-   self-intersect will always look wrong, especially those that mix
-   opaque and transparent areas, like grass, tree leaves, etc. Objects
-   with transparency also can't cast shadows, this is evident in the
-   second image.
--  **Alpha Pre-Pass**: The same as above, but a depth pass is performed
-   for the opaque areas of objects with transparency. This makes objects
-   with transparency look much more correct. In the third image it is
-   evident how the leaves cast shadows between them and into the floor.
-   This setting is turned off by default because, while on PC this is
-   not very costly, mobile devices suffer a lot when this setting is
-   turned on, so use it with care.
--  **Never**: Never use the depth buffer for this material. This is
-   mostly useful in combination with the "On Top" flag explained above.
-
-.. image:: img/material_depth_draw.png