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      src/docs/asciidoc/jme3/terminology.adoc

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src/docs/asciidoc/jme3/terminology.adoc

@@ -239,7 +239,7 @@ The technique described above is known as the "`Metalness Workflow`". Where you
 
 There is another workflow known as the "`Specular Workflow`". In the metalness workflow the albedo map is used for both diffuse color and specular color. "`Specular Workflow`" uses a specular color map instead. In this workflow, the albedo map is the diffuse color, the specular map is the specular color, and you have a gray scale gloss map that is the same as the roughness map. The workflow is very similar to the old techniques used for making materials.
 
-This has been a brief introduction to PBR. In reality, it requires a significant amount of learning to implement correctly. Read the three part series of articles called, Physically Based Rendering, that can be found under the <<jme3#materials-light-shadow,Materials, light, Shadow>> topic for a more in depth explanation of PBR Textures. This is a must read for any serious jME developer.
+This has been a brief introduction to PBR. In reality, it requires a significant amount of learning to implement correctly. Read the three part series of articles called, Physically Based Rendering, that can be found under the <<jme3#materials-light-shadow,Materials, light, Shadow>> topic for a more in depth explanation of PBR textures. This is a must read for any serious jME developer.
 
 See also: link:https://www.chaosgroup.com/blog/understanding-metalness[Understanding Metalness].