Bladeren bron

Corrected shadows to shine.

mitm 5 jaren geleden
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      src/docs/asciidoc/jme3/terminology.adoc

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src/docs/asciidoc/jme3/terminology.adoc

@@ -231,7 +231,7 @@ See also: link:http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Every_Materi
 [quote, Wikipedia]
 Physically based rendering is an approach in computer graphics that seeks to render graphics in a way that more accurately models the flow of light in the real world.
 
-To simplify, PBR attempts to deliver photo realistic images based off the texture of a material and how light becomes more reflective the more you view it at an angle. In other words, it's based on real physics. Everything has a reflection but accurately representing that reflection in video graphics has been mostly done with tricks prior to the introduction of PBR. Tricks as in using different lighting images (specular maps) overlaying color images (diffuse maps) to simulate depth, i.e how light and shadow react with each other.
+To simplify, PBR attempts to deliver photo realistic images based off the texture of a material and how light becomes more reflective the more you view it at an angle. In other words, it's based on real physics. Everything has a reflection but accurately representing that reflection in video graphics has been mostly done with tricks prior to the introduction of PBR. Tricks as in using different lighting images (specular maps) overlaying color images (diffuse maps) to simulate shininess.
 
 With PBR, a materials "`Metalness`" (conductive) or "Dielectric" (insulator) and "Roughness" or lack thereof will determine how light gets reflected. For example, metal (Metalness) is smoother than dirt (dielectric) so has a higher reflection whereas the dirt would tend to absorb the light, just as in real world conditions.