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[MeshStandardMaterial] Documentation on metal/rough details.

Don McCurdy 8 năm trước cách đây
mục cha
commit
b774d2132f

+ 8 - 5
docs/api/materials/MeshStandardMaterial.html

@@ -13,7 +13,7 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<div class="desc">
 		<div class="desc">
-			A standard physically based material.<br /><br />
+			A standard physically based material, using Metallic-Roughness workflow.<br /><br />
 
 
 			Physically based rendering (PBR) has recently become the standard in many 3D applications, such as
 			Physically based rendering (PBR) has recently become the standard in many 3D applications, such as
 			[link:https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/ Unity],
 			[link:https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/ Unity],
@@ -188,11 +188,13 @@
 
 
 		<h3>[property:Float metalness]</h3>
 		<h3>[property:Float metalness]</h3>
 		<div>
 		<div>
-		How much the material is like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0, nothing in between. A value between 0.0 and 1.0 could be used for a rusty metal look.<br />
+			How much the material is like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0, with nothing
+			(usually) in between. Default is 0.5. A value between 0.0 and 1.0 could be used for a rusty metal look. If metalnessMap is
+			also provided, both values are multiplied.
 		</div>
 		</div>
 
 
 		<h3>[property:Texture metalnessMap]</h3>
 		<h3>[property:Texture metalnessMap]</h3>
-		<div>The red channel of this texture is used to alter the metalness of the material.</div>
+		<div>The blue channel of this texture is used to alter the metalness of the material.</div>
 
 
 		<h3>[property:boolean morphNormals]</h3>
 		<h3>[property:boolean morphNormals]</h3>
 		<div>
 		<div>
@@ -220,11 +222,12 @@
 
 
 		<h3>[property:Float roughness]</h3>
 		<h3>[property:Float roughness]</h3>
 		<div>
 		<div>
-		How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse.
+			How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse. Default is 0.5.
+			If roughnessMap is also provided, both values are multiplied.
 		</div>
 		</div>
 
 
 		<h3>[property:Texture roughnessMap]</h3>
 		<h3>[property:Texture roughnessMap]</h3>
-		<div>The red channel of this texture is used to alter the roughness of the material.</div>
+		<div>The green channel of this texture is used to alter the roughness of the material.</div>
 
 
 		<h3>[property:Boolean skinning]</h3>
 		<h3>[property:Boolean skinning]</h3>
 		<div>Define whether the material uses skinning. Default is false.</div>
 		<div>Define whether the material uses skinning. Default is false.</div>