|
|
@@ -455,12 +455,13 @@ AO map. It is recommended to bake ambient occlusion whenever possible.
|
|
|
Height
|
|
|
------
|
|
|
|
|
|
-
|
|
|
-Setting a depth map on a material produces a ray-marched search to emulate the
|
|
|
-proper displacement of cavities along the view direction. This is not real
|
|
|
-added geometry, but an illusion of depth. It may not work for complex objects,
|
|
|
-but it produces a realistic depth effect for textures. For best results,
|
|
|
-*Depth* should be used together with normal mapping.
|
|
|
+Setting a height map on a material produces a ray-marched search to emulate the
|
|
|
+proper displacement of cavities along the view direction. This only creates an
|
|
|
+illusion of depth, and does not add real geometry — for a height map shape used
|
|
|
+for physics collision (such as terrain), see :ref:`class_HeightMapShape3D`. It
|
|
|
+may not work for complex objects, but it produces a realistic depth effect for
|
|
|
+textures. For best results, *Height* should be used together with normal
|
|
|
+mapping.
|
|
|
|
|
|
.. image:: img/spatial_material20.png
|
|
|
|