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@@ -17,7 +17,7 @@ of making a procedural planet like the one below:
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This tutorial assumes you are familiar with how to set up a basic scene including:
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a :ref:`Camera <class_Camera>`, a :ref:`light source <class_OmniLight>`, a
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:ref:`Mesh Instance <class_MeshInstance>` with a :ref:`Primitive Mesh <class_PrimitiveMesh>`,
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-and applying a :ref:`Spatial Material <class_SpatialMaterial>` to the mesh. The focus will be on using
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+and applying a :ref:`StandardMaterial3D <class_StandardMaterial3D>` to the mesh. The focus will be on using
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the :ref:`Viewport <class_Viewport>` to dynamically create textures that can be applied to the mesh.
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In this tutorial, we'll cover the following topics:
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@@ -75,15 +75,15 @@ apply to the sphere.
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Applying the texture
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--------------------
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-MeshInstance > GeometryInstance > Geometry > Material Override > ``New SpatialMaterial``:
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+MeshInstance > GeometryInstance > Geometry > Material Override > ``New StandardMaterial3D``:
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-Now we go into the :ref:`Mesh Instance <class_MeshInstance>` and add a :ref:`Spatial Material <class_SpatialMaterial>`
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+Now we go into the :ref:`Mesh Instance <class_MeshInstance>` and add a :ref:`StandardMaterial3D <class_StandardMaterial3D>`
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to it. No need for a special :ref:`Shader Material <class_ShaderMaterial>` (although that would be a good idea
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for more advanced effects, like the atmosphere in the example above).
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MeshInstance > GeometryInstance > Geometry > Material Override > ``click`` / ``Edit``:
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-Open the newly created :ref:`Spatial Material <class_SpatialMaterial>` and scroll down to the "Albedo" section
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+Open the newly created :ref:`StandardMaterial3D <class_StandardMaterial3D>` and scroll down to the "Albedo" section
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and click beside the "Texture" property to add an Albedo Texture. Here we will apply the texture we made.
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Choose "New ViewportTexture"
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@@ -119,7 +119,7 @@ the sphere in a nice way? One solution is to use a function that repeats on the
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Not too bad. If you look around, you can see that the seam has now disappeared, but in its place, we
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have pinching at the poles. This pinching is due to the way Godot maps textures to spheres in its
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-:ref:`Spatial Material <class_SpatialMaterial>`. It uses a projection technique called equirectangular
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+:ref:`StandardMaterial3D <class_StandardMaterial3D>`. It uses a projection technique called equirectangular
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projection, which translates a spherical map onto a 2D plane.
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.. note:: If you are interested in a little extra information on the technique, we will be converting from
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