aboutsummaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorMats Honkamaa <mats.honkamaa@qt.io>2022-06-06 10:36:41 +0300
committerMats Honkamaa <mats.honkamaa@qt.io>2022-06-10 07:29:20 +0000
commit8ca39444f4cadff3ae543877008cd9f6443380db (patch)
tree188089ec06e1fb4ee95c5c70497ec8e7c9c2f6fc
parentab635dd4b220b88c96dd240ddc03670b7ddf8175 (diff)
Doc: Add documentation for Material Editor and Browser
- Add Material Editor and Browser docs - Reorganize and edit current materials docs Task-number: QDS-6991 Change-Id: Ibea128dc48c0c2e167abf36e7700d4516673b45b Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io>
-rw-r--r--doc/qtdesignstudio/images/icons/apply-material.pngbin0 -> 779 bytes
-rw-r--r--doc/qtdesignstudio/images/material-editor-browser.webpbin0 -> 49886 bytes
-rw-r--r--doc/qtdesignstudio/images/materials-remove-material.pngbin0 -> 15142 bytes
-rw-r--r--doc/qtdesignstudio/images/navigator-material-texture.pngbin0 -> 3820 bytes
-rw-r--r--doc/qtdesignstudio/images/studio-qtquick-3d-default-material.webpbin0 -> 13236 bytes
-rw-r--r--doc/qtdesignstudio/images/studio-qtquick-3d-material.webpbin0 -> 35562 bytes
-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-toc.qdoc1
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-editor.qdoc2
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials-shaders.qdoc173
-rw-r--r--doc/qtdesignstudio/src/views/qtquick-components-view.qdoc2
-rw-r--r--doc/qtdesignstudio/src/views/studio-material-editor.qdoc266
11 files changed, 278 insertions, 166 deletions
diff --git a/doc/qtdesignstudio/images/icons/apply-material.png b/doc/qtdesignstudio/images/icons/apply-material.png
new file mode 100644
index 0000000000..d0b347470b
--- /dev/null
+++ b/doc/qtdesignstudio/images/icons/apply-material.png
Binary files differ
diff --git a/doc/qtdesignstudio/images/material-editor-browser.webp b/doc/qtdesignstudio/images/material-editor-browser.webp
new file mode 100644
index 0000000000..d3963b522e
--- /dev/null
+++ b/doc/qtdesignstudio/images/material-editor-browser.webp
Binary files differ
diff --git a/doc/qtdesignstudio/images/materials-remove-material.png b/doc/qtdesignstudio/images/materials-remove-material.png
new file mode 100644
index 0000000000..9ef0a91e5b
--- /dev/null
+++ b/doc/qtdesignstudio/images/materials-remove-material.png
Binary files differ
diff --git a/doc/qtdesignstudio/images/navigator-material-texture.png b/doc/qtdesignstudio/images/navigator-material-texture.png
new file mode 100644
index 0000000000..4256e959c6
--- /dev/null
+++ b/doc/qtdesignstudio/images/navigator-material-texture.png
Binary files differ
diff --git a/doc/qtdesignstudio/images/studio-qtquick-3d-default-material.webp b/doc/qtdesignstudio/images/studio-qtquick-3d-default-material.webp
new file mode 100644
index 0000000000..0306408df1
--- /dev/null
+++ b/doc/qtdesignstudio/images/studio-qtquick-3d-default-material.webp
Binary files differ
diff --git a/doc/qtdesignstudio/images/studio-qtquick-3d-material.webp b/doc/qtdesignstudio/images/studio-qtquick-3d-material.webp
new file mode 100644
index 0000000000..1c5b1cecf2
--- /dev/null
+++ b/doc/qtdesignstudio/images/studio-qtquick-3d-material.webp
Binary files differ
diff --git a/doc/qtdesignstudio/src/qtdesignstudio-toc.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-toc.qdoc
index f3a7a0d4f7..8cba9a7307 100644
--- a/doc/qtdesignstudio/src/qtdesignstudio-toc.qdoc
+++ b/doc/qtdesignstudio/src/qtdesignstudio-toc.qdoc
@@ -39,6 +39,7 @@
\list
\li \l{Form Editor}
\li \l{3D Editor}
+ \li \l{Material Editor and Browser}
\li \l{Components}
\li \l{Assets}
\li \l{Navigator}
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-editor.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-editor.qdoc
index dee9a01a9d..1995c343b8 100644
--- a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-editor.qdoc
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-editor.qdoc
@@ -26,7 +26,7 @@
/*!
\previouspage qtquick-form-editor.html
\page studio-3d-editor.html
- \nextpage quick-components-view.html
+ \nextpage studio-material-editor.html
\title 3D Editor
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials-shaders.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials-shaders.qdoc
index 73d4f66937..abddc903a9 100644
--- a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials-shaders.qdoc
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials-shaders.qdoc
@@ -32,7 +32,7 @@
\title Materials and Shaders
- \image studio-qtquick-3d-material.png "Material attached to model in Design mode"
+ \image studio-qtquick-3d-material.webp "Material attached to model in Design mode"
Materials and shaders define how object surfaces are rendered in \QDS and
live preview. As you change the properties of materials, new shaders are
@@ -40,6 +40,10 @@
a shader depends on a combination of the properties that are set on it, and
the context of the scene itself.
+ It is recommended that you use the \l {Material Editor and Browser} when
+ working with materials, but you can also add materials using the components
+ library.
+
The materials that you used in your imported scenes are imported to \QDS
as \l{Qt Quick 3D} components. When you add a View3D component, it contains
a DefaultMaterial component. You can use the following predefined Qt Quick
@@ -62,171 +66,12 @@
defines an image and how the image is mapped to meshes in a 3D scene. For
more information, see \l {Textures}.
- You can modify material properties in the \uicontrol Properties view, as
- instructed in the following sections. The availability of the properties
- depends on the material type.
-
- \image studio-qtquick-3d-default-material.png "DefaultMaterial properties"
+ You can create and modify materials in
+ \uicontrol {Material Editor} and \uicontrol {Material Browser}. The availability
+ of the properties depends on the material type.
- To enable the material to use vertex colors from the mesh, select the
- \uicontrol {Enable vertex colors} check box. These are multiplied
- by any other colors specified for the material.
+ \image studio-qtquick-3d-default-material.webp "DefaultMaterial properties"
You can animate material properties in the \uicontrol Timeline view, as
instructed in \l {Creating Timeline Animations}.
-
- \section1 Blending Colors
-
- To determine how the colors of a model blend with the colors of the models
- behind it, set the \uicontrol {Blend mode} property. To make opaque objects
- occlude the objects behind them, select \uicontrol {SourceOver}.
-
- For a lighter result, select \uicontrol Screen to blend colors using an
- inverted multiply or \uicontrol ColorDodge to blend them by inverted
- division. Color dodge procudes an even lighter result than screen.
-
- For a darker result, select \uicontrol Multiply to blend colors using a
- multiply or \uicontrol ColorBurn to blend them by inverted division, where
- the result also is inverted. Color burn produces an even darker result than
- multiply.
-
- The screen and multiply modes are order-independent, so select them to
- avoid \e popping, which can happen when using semi-opaque objects and
- sorting the back and front faces or models.
-
- For a result with higher contrast, select \uicontrol Overlay, which is a mix
- of the multiply and screen modes.
-
- \section1 Lighting Materials
-
- To set the lighting method for generating a material, use the
- \uicontrol Lighting property. Select \uicontrol {Fragment lighting} to
- calculate diffuse and specular lighting for each rendered pixel. Some
- effects, such as Fresnel or a bump map, require fragment lighting.
-
- To skip lighting calculation, select \uicontrol {No lighting}. This is very
- fast and quite effective when using image maps that do not need to be shaded
- by lighting.
-
- To set the base color for the material, use the \uicontrol {Diffuse Color}
- property. You can either use the color picker or specify a RBG value. Set
- the diffuse color to black to create purely-specular materials, such as
- metals or mirrors. To apply a texture to a material, set it as the value of
- the \uicontrol {Diffuse map} property. Using a texture with transparency
- also applies the alpha channel as an \uicontrol {Opacity map}. You can set
- the opacity of the material independently of the model as the value of the
- \uicontrol Opacity property.
-
- \section1 Self-Illuminating Materials
-
- To set the color and amount of self-illumination for a material, use the
- \uicontrol {Emissive color} and \uicontrol {Emissive factor} properties. In
- a scene with black ambient lighting, a material with an emissive factor of 0
- is black where the light does not shine on it. Setting the emissive factor
- to 1 shows the material in its diffuse color instead.
-
- To use a Texture for specifying the emissive factor for different parts of
- the material, set the \uicontrol {Emissive map} property. Using a grayscale
- image does not affect the color of the result, while using a color image
- produces glowing regions with the color affected by the emissive map.
-
- \section1 Using Highlights and Reflections
-
- You can control the highlights and reflections on a material by setting the
- properties in the \uicontrol Specular group. You can use the color picker
- or set a RGB value to specify the color used to adjust specular reflections.
- Use white for no effect
-
- To use a color texture to modulate the amount and the color of specularity
- across the surface of a material, set the \uicontrol {Specular map}
- property. Set the \uicontrol {Specular amount} property to specify the
- strength of specularity. This property does not affect the specular
- reflection map, but it does affect the amount of reflections from a scene's
- light probe.
-
- \note Unless your mesh is high-resolution, you may need to use fragment
- lighting to get good specular highlights from scene lights.
-
- To determine how to calculate specular highlights for lights in the scene,
- set the \uicontrol {Specular model}. In addition to the default mode, you
- can use the GGX or Ward lighting model.
-
- To use a Texture for specular highlighting on a material, set the
- \uicontrol {Reflection map} property. When the texture is applied using
- environmental mapping (not UV mapping), the map appears to be reflecting
- from the environment as you rotate the model. Specular reflection maps are
- an easy way to add a high-quality look at a relatively low cost.
-
- To specify an image to use as the specular reflection map, set the
- \uicontrol {Light probe} property.
-
- Crisp images cause your material to look very glossy. The more you
- blur your image, the softer your material appears.
-
- To decrease head-on reflections (looking directly at the surface)
- while maintaining reflections seen at grazing angles, set the
- \uicontrol {Fresnel power} property. To select the angles to control,
- set the \uicontrol {Index of refraction} property.
-
- To control the size of the specular highlights generated from lights and the
- clarity of reflections in general, set the \uicontrol {Specular roughness}
- property. Larger values increase the roughness, while softening specular
- highlights and blurring reflections. To control the specular roughness of
- the material using a Texture, set the \uicontrol {Roughness map property}.
-
- \section1 Simulating Geometry Displacement
-
- Specify the properties in the \uicontrol {Bump/Normal} group to simulate
- fine geometry displacement across the surface of the material. Set the
- \uicontrol {Bump map} property to use a grayscale texture for the
- simulation. Brighter pixels indicate raised regions.
-
- To use a RGB image for simulation, set the \uicontrol {Normal map} property.
- The RGB channels indicate XYZ normal deviations.
-
- The amount of displacement is controlled by the \uicontrol {Bump amount}
- property.
-
- Bump and normal maps do not affect the silhouette of a model. To affect the
- silhouette, set the \uicontrol {Displacement map} property. It specifies a
- grayscale image used to offset the vertices of geometry across the surface
- of the material. The \uicontrol {Displacement amount} property specifies the
- offset amount.
-
- \section1 Specifying Material Translucency
-
- Set the properties in the \uicontrol Translucency group to control how much
- light can pass through the material from behind. To use a grayscale texture,
- specify it as the value of the \uicontrol {Translucency map} property.
-
- To specify the amount of light wrap for the translucency map, set the
- \uicontrol {Diffuse light wrap} property. A value of 0 does not wrap the
- light at all, while a value of 1 wraps the light all around the object.
-
- To specify the amount of falloff for the translucency based on
- the angle of the normals of the object to the light source, set
- the \uicontrol {Translucency falloff} property.
-
- \section1 Culling Faces
-
- Set the \uicontrol {Culling mode} property to determine whether the front
- and back faces of a model are rendered. Culling modes check whether the
- points in the polygon appear in clockwise or counter-clockwise order when
- projected onto the screen. If front-facing polygons have a clockwise
- winding, but the polygon projected on the screen has a counter-clockwise
- winding, the projected polygon is rotated to face away from the camera and
- is not rendered. Culling makes rendering objects quicker and more efficient
- by reducing the number of polygons to draw.
-
- \section1 Applying Materials to Models
-
- To apply materials to models, you should first delete the default material,
- and then drag-and-drop a new material from \l Assets to a model component
- in \l Navigator.
-
- You can apply the same material to another component as well. Again,
- delete the default material first. You should then select the component and
- go to the \uicontrol Properties view. Find the \uicontrol Materials property,
- select the \inlineimage icons/plus.png
- icon, and choose the new material in the dropdown menu.
*/
diff --git a/doc/qtdesignstudio/src/views/qtquick-components-view.qdoc b/doc/qtdesignstudio/src/views/qtquick-components-view.qdoc
index 464926ea35..2d800909d6 100644
--- a/doc/qtdesignstudio/src/views/qtquick-components-view.qdoc
+++ b/doc/qtdesignstudio/src/views/qtquick-components-view.qdoc
@@ -25,7 +25,7 @@
/*!
\page quick-components-view.html
- \previouspage studio-3d-editor.html
+ \previouspage studio-material-editor.html
\nextpage quick-assets.html
\title Components
diff --git a/doc/qtdesignstudio/src/views/studio-material-editor.qdoc b/doc/qtdesignstudio/src/views/studio-material-editor.qdoc
new file mode 100644
index 0000000000..fcfa9823e9
--- /dev/null
+++ b/doc/qtdesignstudio/src/views/studio-material-editor.qdoc
@@ -0,0 +1,266 @@
+/****************************************************************************
+**
+** Copyright (C) 2022 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt Creator documentation.
+**
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+**
+****************************************************************************/
+
+/*!
+ \page studio-material-editor.html
+ \previouspage studio-3d-editor.html
+ \nextpage quick-components-view.html
+
+
+ \title Material Editor and Browser
+
+ In the \uicontrol {Material Editor} and \uicontrol {Material Browser} views,
+ you create and manage materials.
+
+ \image material-editor-browser.webp "Material Editor and Browser"
+
+ \section1 Creating a Material
+
+ To create a new material, do one of the following:
+
+ \list
+ \li In \uicontrol {Material Browser}, select \inlineimage icons/plus.png
+ .
+ \li In \uicontrol {Material Editor}, select \inlineimage icons/plus.png
+ .
+ \endlist
+
+ \section1 Editing a Material
+
+ To edit a material, select it in \uicontrol{Material Browser} and edit its
+ properties in \uicontrol{Material Editor}. If \uicontrol {Material Editor}
+ is closed, open it in one of the following ways:
+
+ \list
+ \li In \uicontrol{Navigator}, right-click an object that has the material
+ assigned to it and select \uicontrol {Edit Material}.
+ \li In \uicontrol{Material Browser}, double-click a material.
+ \endlist
+
+ \section1 Assigning a Material to an Object
+
+ To assign a material to a 3D object in your project, first select the object
+ in \uicontrol Navigator or \uicontrol {3D Editor}. Then, do one of the
+ following:
+
+ \list
+ \li In \uicontrol {Material Browser}, right-click the material and select
+ \uicontrol {Apply to Selected}. If there already is any material assigned
+ to the object, you can select whether to replace the material or to add
+ another material to the object.
+ \li In \uicontrol {Material Editor}, select
+ \inlineimage icons/apply-material.png
+ . This replaces any material already assigned to the object.
+ \endlist
+
+ \section1 Removing a Material from an Object
+
+ To remove an assigned material from an object:
+ \list 1
+ \li In \uicontrol{Navigator}, select the object.
+ \li In \uicontrol{Properties}, select
+ \inlineimage icons/close.png
+ next to the material.
+ \image materials-remove-material.png
+ \endlist
+
+ \section1 Using Texture Maps
+
+ In \QDS you can add many different texture maps to your material.
+
+ To add a texture map to a material:
+ \list 1
+ \li Select the material in \uicontrol{Material Browser}.
+ \li From \uicontrol {Assets}, drag an image to the correct map field
+ in \uicontrol {Material Editor}. For example, to add a diffuse map, drag
+ the image to \uicontrol{Diffuse Map} in \uicontrol{Material Editor}.
+ \endlist
+
+ \section2 Using a Reflection Map for Environmental Mapping
+
+ To use a texture for environmental mapping, you need to set the mapping
+ mode to \e {environment}.
+
+ To add a reflection map for environmental mapping to a material:
+
+ \list 1
+ \li Select the material in \uicontrol {Material Browser}.
+ \li From \uicontrol{Assets}, drag an image to
+ \uicontrol{Reflection Map}.
+ \li In \uicontrol {Navigator}, select
+ \inlineimage icons/filtericon.png
+ and then clear \uicontrol {Show Only Visible Components}. Now the
+ texture you just added to the material is visible in
+ \uicontrol {Navigator}.
+ \image navigator-material-texture.png
+ \li In \uicontrol {Navigator}, select the texture.
+ \li In \uicontrol {Properties}, set \uicontrol {Texture Mapping} to
+ \uicontrol {Environment}.
+ \endlist
+
+ \section1 Blending Colors
+
+ To determine how the colors of a model blend with the colors of the models
+ behind it, set the \uicontrol {Blend mode} property. To make opaque objects
+ occlude the objects behind them, select \uicontrol {SourceOver}.
+
+ For a lighter result, select \uicontrol Screen to blend colors using an
+ inverted multiply or \uicontrol ColorDodge to blend them by inverted
+ division. Color dodge produces an even lighter result than screen.
+
+ For a darker result, select \uicontrol Multiply to blend colors using a
+ multiply or \uicontrol ColorBurn to blend them by inverted division, where
+ the result also is inverted. Color burn produces an even darker result than
+ multiply.
+
+ The screen and multiply modes are order-independent, so select them to
+ avoid \e popping, which can happen when using semi-opaque objects and
+ sorting the back and front faces or models.
+
+ For a result with higher contrast, select \uicontrol Overlay, which is a mix
+ of the multiply and screen modes.
+
+ \section1 Lighting Materials
+
+ To set the lighting method for generating a material, use the
+ \uicontrol Lighting property. Select \uicontrol {Fragment lighting} to
+ calculate diffuse and specular lighting for each rendered pixel. Some
+ effects, such as Fresnel or a bump map, require fragment lighting.
+
+ To skip lighting calculation, select \uicontrol {No lighting}. This is very
+ fast and quite effective when using image maps that do not need to be shaded
+ by lighting.
+
+ To set the base color for the material, use the \uicontrol {Diffuse Color}
+ property. You can either use the color picker or specify a RBG value. Set
+ the diffuse color to black to create purely-specular materials, such as
+ metals or mirrors. To apply a texture to a material, set it as the value of
+ the \uicontrol {Diffuse map} property. Using a texture with transparency
+ also applies the alpha channel as an \uicontrol {Opacity map}. You can set
+ the opacity of the material independently of the model as the value of the
+ \uicontrol Opacity property.
+
+ \section1 Self-Illuminating Materials
+
+ To set the color and amount of self-illumination for a material, use the
+ \uicontrol {Emissive color} and \uicontrol {Emissive factor} properties. In
+ a scene with black ambient lighting, a material with an emissive factor of 0
+ is black where the light does not shine on it. Setting the emissive factor
+ to 1 shows the material in its diffuse color instead.
+
+ To use a Texture for specifying the emissive factor for different parts of
+ the material, set the \uicontrol {Emissive map} property. Using a grayscale
+ image does not affect the color of the result, while using a color image
+ produces glowing regions with the color affected by the emissive map.
+
+ \section1 Using Highlights and Reflections
+
+ You can control the highlights and reflections on a material by setting the
+ properties in the \uicontrol Specular group. You can use the color picker
+ or set a RGB value to specify the color used to adjust specular reflections.
+ Use white for no effect.
+
+ To use a color texture to modulate the amount and the color of specularity
+ across the surface of a material, set the \uicontrol {Specular map}
+ property. Set the \uicontrol {Specular amount} property to specify the
+ strength of specularity. This property does not affect the specular
+ reflection map, but it does affect the amount of reflections from a scene's
+ light probe.
+
+ \note Unless your mesh is high-resolution, you may need to use fragment
+ lighting to get good specular highlights from scene lights.
+
+ To determine how to calculate specular highlights for lights in the scene,
+ set the \uicontrol {Specular model}. In addition to the default mode, you
+ can use the GGX or Ward lighting model.
+
+ To use a Texture for specular highlighting on a material, set the
+ \uicontrol {Reflection map} property. When the texture is applied using
+ environmental mapping (not UV mapping), the map appears to be reflecting
+ from the environment as you rotate the model. Specular reflection maps are
+ an easy way to add a high-quality look at a relatively low cost.
+
+ To specify an image to use as the specular reflection map, set the
+ \uicontrol {Light probe} property.
+
+ Crisp images cause your material to look very glossy. The more you
+ blur your image, the softer your material appears.
+
+ To decrease head-on reflections (looking directly at the surface)
+ while maintaining reflections seen at grazing angles, set the
+ \uicontrol {Fresnel power} property. To select the angles to control,
+ set the \uicontrol {Index of refraction} property.
+
+ To control the size of the specular highlights generated from lights and the
+ clarity of reflections in general, set the \uicontrol {Specular roughness}
+ property. Larger values increase the roughness, while softening specular
+ highlights and blurring reflections. To control the specular roughness of
+ the material using a Texture, set the \uicontrol {Roughness map property}.
+
+ \section1 Simulating Geometry Displacement
+
+ Specify the properties in the \uicontrol {Bump/Normal} group to simulate
+ fine geometry displacement across the surface of the material. Set the
+ \uicontrol {Bump map} property to use a grayscale texture for the
+ simulation. Brighter pixels indicate raised regions.
+
+ To use an image for simulation, set the \uicontrol {Normal map} property.
+ The RGB channels indicate XYZ normal deviations.
+
+ The amount of displacement is controlled by the \uicontrol {Bump amount}
+ property.
+
+ Bump and normal maps do not affect the silhouette of a model. To affect the
+ silhouette, set the \uicontrol {Displacement map} property. It specifies a
+ grayscale image used to offset the vertices of geometry across the surface
+ of the material. The \uicontrol {Displacement amount} property specifies the
+ offset amount.
+
+ \section1 Specifying Material Translucency
+
+ Set the properties in the \uicontrol Translucency group to control how much
+ light can pass through the material from behind. To use a grayscale texture,
+ specify it as the value of the \uicontrol {Translucency map} property.
+
+ To specify the amount of light wrap for the translucency map, set the
+ \uicontrol {Diffuse light wrap} property. A value of 0 does not wrap the
+ light at all, while a value of 1 wraps the light all around the object.
+
+ To specify the amount of falloff for the translucency based on
+ the angle of the normals of the object to the light source, set
+ the \uicontrol {Translucency falloff} property.
+
+ \section1 Culling Faces
+
+ Set the \uicontrol {Culling mode} property to determine whether the front
+ and back faces of a model are rendered. Culling modes check whether the
+ points in the polygon appear in clockwise or counter-clockwise order when
+ projected onto the screen. If front-facing polygons have a clockwise
+ winding, but the polygon projected on the screen has a counter-clockwise
+ winding, the projected polygon is rotated to face away from the camera and
+ is not rendered. Culling makes rendering objects quicker and more efficient
+ by reducing the number of polygons to draw.
+
+*/