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fix image paths

Juan Linietsky 7 years ago
parent
commit
e95f681788
1 changed files with 14 additions and 14 deletions
  1. 14 14
      learning/features/3d/reflection_probes.rst

+ 14 - 14
learning/features/3d/reflection_probes.rst

@@ -22,35 +22,35 @@ Setting Up
 
 Setting up reflection probes is really easy! Just create a ReflectionProbe node, and wrap it around the area where you want to have reflections:
 
-.. image:: /img/refprobe_setup.png
+.. image:: img/refprobe_setup.png
 
 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.
 
-.. image:: /img/refprobe_box_property.png
+.. image:: img/refprobe_box_property.png
 
 
 This setting changes the reflection from an infinite skybox to reflecting a box the size of the probe:
 
-.. image:: /img/refprobe_boxcorrect.png
+.. image:: img/refprobe_boxcorrect.png
 
 Adjusting the box walls may help improve the reflection a bit, but it will always look the best in box shaped rooms.
 
 The probe captures the surrounding from the center of the gizmo. If, for some reason, the room shape or contents occlude the center, it
 can be displaced to an empty place by moving the handles in the center:
 
-.. image:: /img/refprobe_center_gizmo.png
+.. image:: img/refprobe_center_gizmo.png
 
 By default, shadow mapping is disabled when rendering probes (only in the rendered image inside the probe, not the actual scene). This is
 a simple way to save on performance and memory. If you really want shadows in the probe, they can be toggled on/of with the *Enable Shadow* setting:
 
-.. image:: /img/refprobe_shadows.png
+.. image:: img/refprobe_shadows.png
 
 Finally, keep in mind that you may not want the Reflection Probe to render some objects. A typical scenario is an enemy inside the room which will
 move around. To keep objects from being rendered in the reflections, use the *Cull Mask* setting:
 
-.. image:: /img/refprobe_cullmask.png
+.. image:: img/refprobe_cullmask.png
 
 Interior vs Exterior
 --------------------
@@ -58,7 +58,7 @@ Interior vs Exterior
 If you are using reflection probes in an interior setting, it is recommended that the **Interior** property is enabled. This makes
 the probe not render the sky, and also allows custom amibent lighting settings.
 
-.. image:: /img/refprobe_cullmask.png
+.. 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).
@@ -69,7 +69,7 @@ Blending
 
 Multiple reflection probes can be used and Godot will blend them where they overlap using a smart algorithm:
 
-.. image:: /img/refprobe_blending.png
+.. image:: img/refprobe_blending.png
 
 As you can see, this blending is never perfect (after all, these are box reflections, not real reflections), but these arctifacts
 are only visible when using perfectly mirrored reflections. Normally, scenes have normal mapping and varying levels of roughness which
@@ -78,7 +78,7 @@ can hide this.
 Alternatively, Reflection Probes work very well blended together with Screen Space Reflections to solve these problems. Combining them makes local reflections appear
 more faithful, while probes only used as fallback when no screen-sace information is found:
 
-.. image:: /img/refprobe_ssr.png
+.. image:: img/refprobe_ssr.png
 
 Finally, blending interior and exterior probes is a recommended approach when making levels that combine both interiors and exteriors. Near the door, a probe can
 be marked as *exterior* (so it will get sky reflections), while on the inside it can be interior.
@@ -89,7 +89,7 @@ Reflection Atlas
 In the current renderer implementation, all probes are the same size and they are fit into a Reflection Atlas. The size and amount of probes can be
 customized in Project Settings -> Quality -> Reflections
 
-.. image:: /img/refprobe_atlas.png
+.. image:: img/refprobe_atlas.png
 
 
 
@@ -109,7 +109,7 @@ Tutorials for each of them exist :ref:`doc_fixed_materials` and :ref:`doc_shader
 
 This tutorial is about the basic properties shared between them.
 
-.. image:: /img/material_flags.png
+.. image:: img/material_flags.png
 
 Flags
 -----
@@ -147,7 +147,7 @@ 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
+.. image:: img/material_unshaded.png
 
 On top
 ~~~~~~
@@ -176,7 +176,7 @@ 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
+.. image:: img/fixed_material_blend.png
 
 Line width
 ~~~~~~~~~~
@@ -210,4 +210,4 @@ sorted by depth). This behavior can be changed here. The options are:
 -  **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
+.. image:: img/material_depth_draw.png