Jelajahi Sumber

updated description of metallic in SpatialMaterial

clayjohn 5 tahun lalu
induk
melakukan
31506ebe85
1 mengubah file dengan 1 tambahan dan 1 penghapusan
  1. 1 1
      doc/classes/SpatialMaterial.xml

+ 1 - 1
doc/classes/SpatialMaterial.xml

@@ -221,7 +221,7 @@
 			If [code]true[/code], triplanar mapping is calculated in world space rather than object local space. See also [member uv1_triplanar].
 		</member>
 		<member name="metallic" type="float" setter="set_metallic" getter="get_metallic" default="0.0">
-			The reflectivity of the object's surface. The higher the value, the more light is reflected.
+			A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between [code]0[/code] and [code]1[/code] should only be used for blending between metal and non-metal sections. To alter the amount of reflection use [member roughness].
 		</member>
 		<member name="metallic_specular" type="float" setter="set_specular" getter="get_specular" default="0.5">
 			Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources.