diff options
author | Tomi Korpipaa <tomi.korpipaa@qt.io> | 2018-02-19 12:59:48 +0200 |
---|---|---|
committer | Tomi Korpipää <tomi.korpipaa@qt.io> | 2018-02-19 12:05:27 +0000 |
commit | 7ea1499563363302eaf3e4d6c5b6db3a92f8647b (patch) | |
tree | ec79b781ae53e98fafb160aa519c1c880d2b4a2b | |
parent | f396131ff11aa28d4700988aac3a07c728dd9f9b (diff) |
Make too long tooltips multi-line
Task-number: QT3DS-1154
Change-Id: I691667d1f7ffd709ee9537e4ad35bcf129c91fe6
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io>
47 files changed, 174 insertions, 171 deletions
diff --git a/Studio/Content/Behavior Library/CameraLookAt.qml b/Studio/Content/Behavior Library/CameraLookAt.qml index a4e1fffc..087ddac6 100644 --- a/Studio/Content/Behavior Library/CameraLookAt.qml +++ b/Studio/Content/Behavior Library/CameraLookAt.qml @@ -50,7 +50,7 @@ /*[[ <Property name="cameraTarget" formalName="Camera Target" type="ObjectRef" default="Scene.Layer.Camera" description="Object in scene the camera should look at" /> - <Property name="startImmediately" formalName="Start Immediately?" type="Boolean" default="True" publishLevel="Advanced" description="Start immediately, or wait for the Enable action to be called?" /> + <Property name="startImmediately" formalName="Start Immediately?" type="Boolean" default="True" publishLevel="Advanced" description="Start immediately, or wait for\nthe Enable action to be called?" /> <Handler name="start" formalName="Start" category="CameraLookAt" description="Begin looking the target" /> <Handler name="stop" formalName="Stop" category="CameraLookAt" description="Stop looking the target" /> diff --git a/Studio/Content/Behavior Library/CopyTransform.qml b/Studio/Content/Behavior Library/CopyTransform.qml index 451525b3..576459c4 100644 --- a/Studio/Content/Behavior Library/CopyTransform.qml +++ b/Studio/Content/Behavior Library/CopyTransform.qml @@ -81,7 +81,7 @@ <Property name="sclZ" formalName="Z" type="Boolean" default="True" description="Z scale of target"> <ShowIfEqual property="sclMode" value="True" /> </Property> - <Property name="startImmediately" formalName="Start Immediately?" type="Boolean" default="True" publishLevel="Advanced" description="Start immediately, or wait for the Enable action to be called?" /> + <Property name="startImmediately" formalName="Start Immediately?" type="Boolean" default="True" publishLevel="Advanced" description="Start immediately, or wait for\nthe Enable action to be called?" /> <Handler name="start" formalName="Start" category="CopyTransform" description="Begin copying the transform" /> <Handler name="stop" formalName="Stop" category="CopyTransform" description="Stop copying the transform" /> ]]*/ diff --git a/Studio/Content/Effect Library/Bloom.effect b/Studio/Content/Effect Library/Bloom.effect index dda390e5..97f9c12a 100644 --- a/Studio/Content/Effect Library/Bloom.effect +++ b/Studio/Content/Effect Library/Bloom.effect @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <Effect> <MetaData> - <Property name="Threshold" formalName="Threshold of the luminocity pass" description="Objects brighter than this will be part of the filter" min=".1" max=".98" default=".8" /> + <Property name="Threshold" formalName="Threshold of the luminocity pass" description="Objects brighter than this will\nbe part of the filter" min=".1" max=".98" default=".8" /> <Property name="PoissonRotation" hidden="True" default="0"/> <Property name="PoissonDistance" hidden="True" default="4"/> <Property name="Downsample2" filter="linear" clamp="clamp" type="Texture" /> diff --git a/Studio/Content/Effect Library/Brush Strokes.effect b/Studio/Content/Effect Library/Brush Strokes.effect index 63022ecd..63227428 100644 --- a/Studio/Content/Effect Library/Brush Strokes.effect +++ b/Studio/Content/Effect Library/Brush Strokes.effect @@ -5,7 +5,7 @@ <Property name="NoiseSamp" formalName="Noise" filter="linear" clamp="repeat" type="Texture" default="./maps/effects/brushnoise.dds" description="Texture to be used for the brush texture"/> <Property name="brushAngle" formalName="Brush Angle" default="45" description="Amount to rotate the noise texture."/> <Property name="brushLen" formalName="Stroke Length" min="0" max="3" default="1" description="How far to offset the image/'brush'."/> - <Property name="brushSize" formalName="Stroke Size" min="10" max="200" default="100" description="Scale the brush. (Smaller values yield larger sizes.)"/> + <Property name="brushSize" formalName="Stroke Size" min="10" max="200" default="100" description="Scale the brush.\nSmaller values yield larger sizes."/> </MetaData> <Shaders> <Shader> diff --git a/Studio/Content/Effect Library/ChromaticAberration.effect b/Studio/Content/Effect Library/ChromaticAberration.effect index 3695cf7c..6b553e74 100644 --- a/Studio/Content/Effect Library/ChromaticAberration.effect +++ b/Studio/Content/Effect Library/ChromaticAberration.effect @@ -2,9 +2,9 @@ <Effect> <MetaData> <Property name="Dispersion" formalName="Aberration Amount" description="Amount of Chromatic Aberration" default="0"/> - <Property name="FocusDepth" formalName="Focus Depth" description="Dispersion will scale in relation to distance from this depth" default="0"/> - <Property name="MaskSampler" formalName="Effect Mask" description="Grayscale texture to control where and how strong on screen the aberration effect occurs" type="Texture" filter="linear" clamp="clamp" default="./maps/effects/white.png" /> - <Property name="DepthDebug" formalName="Debug Dispersion Amount" type="Boolean" description="Allows you to see effect of controls. Black objects will disperse less and white will disperse more" default="False"/> + <Property name="FocusDepth" formalName="Focus Depth" description="Dispersion will scale in relation\nto distance from this depth" default="0"/> + <Property name="MaskSampler" formalName="Effect Mask" description="Grayscale texture to control where and how\nstrong on screen the aberration effect occurs" type="Texture" filter="linear" clamp="clamp" default="./maps/effects/white.png" /> + <Property name="DepthDebug" formalName="Debug Dispersion Amount" type="Boolean" description="Allows you to see effect of controls.\nBlack objects will disperse less and\nwhite will disperse more" default="False"/> <Property name="DepthSampler" type="Texture" filter="nearest" clamp="clamp"/> <Property name="SourceSampler" type="Texture" filter="linear" clamp="clamp"/> </MetaData> @@ -53,4 +53,4 @@ void frag() <DepthInput param="DepthSampler"/> </Pass> </Passes> -</Effect>
\ No newline at end of file +</Effect> diff --git a/Studio/Content/Effect Library/ColorMaster.effect b/Studio/Content/Effect Library/ColorMaster.effect index efb6ab05..20e5b4db 100644 --- a/Studio/Content/Effect Library/ColorMaster.effect +++ b/Studio/Content/Effect Library/ColorMaster.effect @@ -4,7 +4,7 @@ <Property name="red" formalName="Red Amount" min="0" max="2.0" default="1.0" description="Amount of Red"/> <Property name="green" formalName="Green Amount" min="0" max="2.0" default="1.0" description="Amount of Green"/> <Property name="blue" formalName="Blue Amount" min="0" max="2.0" default="1.0" description="Amount of Blue"/> - <Property name="strength_gray" formalName="Saturation" min="-1" max="1" default="0.0" description="Strenght of Color"/> + <Property name="strength_gray" formalName="Saturation" min="-1" max="1" default="0.0" description="Strength of Color"/> </MetaData> <Shaders> <Shared></Shared> diff --git a/Studio/Content/Effect Library/Corona.effect b/Studio/Content/Effect Library/Corona.effect index bdbd1b72..1097ceb6 100644 --- a/Studio/Content/Effect Library/Corona.effect +++ b/Studio/Content/Effect Library/Corona.effect @@ -4,11 +4,11 @@ <!--Creates a corona around a sprite.--> <Property name="HBlurBias" formalName="Horizontal Blur" min="0" max="10" default="2" description="Amount of corona horizontally."/> <Property name="VBlurBias" formalName="Vertical Blur" min="0" max="10" default="2" description="Amount of corona vertically."/> - <Property name="Trailfade" formalName="Fade Amount" min="0" max="1" default="0.8" description="0=no glow, 0.5=fade quickly, 1.0=persistent trails"/> + <Property name="Trailfade" formalName="Fade Amount" min="0" max="1" default="0.8" description="0=no glow\n0.5=fade quickly\n1.0=persistent trails"/> <Property name="GlowSampler" filter="nearest" clamp="clamp" type="Texture" /> <Property name="GlowCol" formalName="Glow Color" type="Color" default="1 0.6 0.0" description="The color to use for the glow."/> <Property name="NoiseSamp" formalName="Noise" filter="linear" clamp="repeat" default="./maps/effects/noise.dds" type="Texture" description="Texture to be used for the noise texture"/> - <Property name="NoiseScale" formalName="Noise Density" min="0" max="10" default="2" description="The density of the noise in corona. The higher the value, the denser and smaller of the noise; the lower the value, the bigger of the noise scale."/> + <Property name="NoiseScale" formalName="Noise Density" min="0" max="10" default="2" description="The density of the noise in corona.\nThe higher the value, the denser\nand smaller the noise;\nthe lower the value, the bigger the\nnoise scale."/> <Property name="NoiseBright" formalName="Noise Brightness" min="0" max="5" default="4" description="Brightness of the noise."/> <Property name="NoiseRatio" formalName="Noise Amount" min="0" max="1" default=".15" description="Magnitude of the noise."/> <Property name="CrawlLen" formalName="Crawl Length" min="0" max="1" default=".3" description="Length of the corona trail in animation."/> @@ -94,4 +94,4 @@ void frag () <BufferInput param="Sprite" value="[source]"/> </Pass> </Passes> -</Effect>
\ No newline at end of file +</Effect> diff --git a/Studio/Content/Effect Library/Depth Of Field Bokeh.effect b/Studio/Content/Effect Library/Depth Of Field Bokeh.effect index c1278684..c7152583 100644 --- a/Studio/Content/Effect Library/Depth Of Field Bokeh.effect +++ b/Studio/Content/Effect Library/Depth Of Field Bokeh.effect @@ -1,14 +1,14 @@ <?xml version="1.0" encoding="UTF-8" ?> <Effect> <MetaData> - <Property name="FocusDistance" formalName="Focus Distance" description="Objects exactly distance +- "In Focus Width" from the camera will be in focus" default="600"/> - <Property name="FocusWidth" formalName="Depth of Field" description="Objects within this range of Focus Distance will be in focus" default="20"/> + <Property name="FocusDistance" formalName="Focus Distance" description="Objects exactly distance +- "In Focus Width"\nfrom the camera will be in focus" default="600"/> + <Property name="FocusWidth" formalName="Depth of Field" description="Objects within this range of Focus\nDistance will be in focus" default="20"/> <Property name="MaxBokehRadius" formalName="Max Bokeh Radius" description="Maximum radius of a Bokeh sprite" default="15"/> <Property name="MaxCoCRadius" formalName="Max CoC Radius" description="Maximum radius of a CoC" default="15"/> - <Property name="MinBokehThreshold" formalName="Min Bokeh Threshold" description="Minimum luminance difference for Bokeh detection" default="1.0"/> - <Property name="MaxBokehThreshold" formalName="Max Bokeh Threshold" description="Maximum luminance difference for Bokeh detection" default="1000.0"/> + <Property name="MinBokehThreshold" formalName="Min Bokeh Threshold" description="Minimum luminance difference for\nBokeh detection" default="1.0"/> + <Property name="MaxBokehThreshold" formalName="Max Bokeh Threshold" description="Maximum luminance difference for\nBokeh detection" default="1000.0"/> <Property name="MinCoCThreshold" formalName="Min CoC Threshold" description="Minimum CoC radius for Bokeh detection" default="3.0"/> - <Property name="DepthDebug" formalName="Debug Focus Rendering" type="Boolean" description="Allows you to see exactly how the Focus variables work. Black objects are in focus, white are blurred" default="False"/> + <Property name="DepthDebug" formalName="Debug Focus Rendering" type="Boolean" description="Allows you to see exactly how the Focus\nvariables work. Black objects are\nin focus, white are blurred" default="False"/> <Property name="BokehShapeSampler" formalName="Bokeh shape" filter="linear" clamp="repeat" default="./maps/effects/HexagonalBokeh.png" type="Texture" description="Texture to be used for the bokeh shape"/> <Property name="DepthSampler" type="Texture" filter="nearest" clamp="clamp"/> <Property name="SourceSampler" type="Texture" filter="linear" clamp="clamp"/> diff --git a/Studio/Content/Effect Library/Depth Of Field HQ Blur.effect b/Studio/Content/Effect Library/Depth Of Field HQ Blur.effect index 71250722..6649bf7f 100644 --- a/Studio/Content/Effect Library/Depth Of Field HQ Blur.effect +++ b/Studio/Content/Effect Library/Depth Of Field HQ Blur.effect @@ -1,9 +1,9 @@ <?xml version="1.0" encoding="UTF-8" ?> <Effect> <MetaData> - <Property name="FocusDistance" formalName="Focus Distance" description="Objects exactly distance +- "In Focus Width" from the camera will be in focus" default="600"/> - <Property name="FocusWidth" formalName="Depth of Field" description="Objects within this range of Focus Distance will be in focus" default="20"/> - <Property name="DepthDebug" formalName="Debug Focus Rendering" type="Boolean" description="Allows you to see exactly how the Focus variables work. Black objects are in focus, white are blurred" default="False"/> + <Property name="FocusDistance" formalName="Focus Distance" description="Objects exactly distance +- "In Focus Width"\nfrom the camera will be in focus" default="600"/> + <Property name="FocusWidth" formalName="Depth of Field" description="Objects within this range of Focus\nDistance will be in focus" default="20"/> + <Property name="DepthDebug" formalName="Debug Focus Rendering" type="Boolean" description="Allows you to see exactly how the Focus\nvariables work. Black objects are in\nfocus, white are blurred" default="False"/> <Property name="DepthSampler" type="Texture" filter="nearest" clamp="clamp"/> <Property name="SourceSampler" type="Texture" filter="linear" clamp="clamp"/> </MetaData> diff --git a/Studio/Content/Effect Library/Distortion Ripple.effect b/Studio/Content/Effect Library/Distortion Ripple.effect index b6d4b873..0929be16 100644 --- a/Studio/Content/Effect Library/Distortion Ripple.effect +++ b/Studio/Content/Effect Library/Distortion Ripple.effect @@ -6,7 +6,7 @@ <Property name="center" formalName="Center" type="Float2" default="0.5 0.5" description="Adjusts the focus point of the distortion."/> <Property name="ripples" formalName="Wave Width" min="2" max="100" default="95.0" description="Adjusts the number of ripples."/> <Property name="height" formalName="Wave Height" min="0" max="100" default="25.0" description="Adjusts the distortion amount."/> - <Property name="phase" formalName="Ripple Phase" default="0.0" description="The offset of each wave. Animate this property to see the waves move."/> + <Property name="phase" formalName="Ripple Phase" default="0.0" description="The offset of each wave. Animate this\nproperty to see the waves move."/> </MetaData> <Shaders> <Shared> @@ -47,4 +47,4 @@ void frag() </FragmentShader> </Shader> </Shaders> -</Effect>
\ No newline at end of file +</Effect> diff --git a/Studio/Content/Effect Library/Edge Detect.effect b/Studio/Content/Effect Library/Edge Detect.effect index 3fe10fed..2b200d00 100644 --- a/Studio/Content/Effect Library/Edge Detect.effect +++ b/Studio/Content/Effect Library/Edge Detect.effect @@ -2,7 +2,7 @@ <Effect> <MetaData> <!--Smooth, unchanging areas of the image are turned black, while areas of the image with sharp color changes are brightened to highlight the 'edges' in the image.--> - <Property name="amount" formalName="Amount" min="0" max="1" default="1" description="0=no effect, 1=maximum effect"/> + <Property name="amount" formalName="Amount" min="0" max="1" default="1" description="0 = no effect\n1 = maximum effect"/> </MetaData> <Shaders> <Shared> diff --git a/Studio/Content/Effect Library/FullScreenTextureOverlay.effect b/Studio/Content/Effect Library/FullScreenTextureOverlay.effect index 7c8325fe..42be3f37 100644 --- a/Studio/Content/Effect Library/FullScreenTextureOverlay.effect +++ b/Studio/Content/Effect Library/FullScreenTextureOverlay.effect @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <Effect> <MetaData> - <Property name="Overlay" formalName="Overlay Texture" description="overlay texture" type="Texture" clamp="repeat" /> + <Property name="Overlay" formalName="Overlay Texture" description="Overlay texture" type="Texture" clamp="repeat" /> <Property name="overlay_repeat" formalName="Repeat" min="0" max="50" default="1" description="Times to repeat the image over screen."/> </MetaData> <Shaders> diff --git a/Studio/Content/Effect Library/Gaussian Blur.effect b/Studio/Content/Effect Library/Gaussian Blur.effect index f76d505d..958d9fe7 100644 --- a/Studio/Content/Effect Library/Gaussian Blur.effect +++ b/Studio/Content/Effect Library/Gaussian Blur.effect @@ -2,7 +2,7 @@ <Effect> <MetaData> <!--Quickly blurs by an adjustable amount. Gaussian refers to the bell-shaped curve that is generated when the shader applies a weighted average to the pixels. The Gaussian Blur filter adds low-frequency detail and can produce a hazy effect.--> - <Property name="BlurBias" formalName="Blurriness" min="0" max="10" default="2" description="0=no blur, 10=maximum blur" /> + <Property name="BlurBias" formalName="Blurriness" min="0" max="10" default="2" description="0 = no blur\n10 = maximum blur" /> </MetaData> <Shaders> <Shared> diff --git a/Studio/Content/Effect Library/HDRBloomTonemap.effect b/Studio/Content/Effect Library/HDRBloomTonemap.effect index c53ba0d0..4424393b 100644 --- a/Studio/Content/Effect Library/HDRBloomTonemap.effect +++ b/Studio/Content/Effect Library/HDRBloomTonemap.effect @@ -4,10 +4,10 @@ <Property name="GammaValue" formalName="Gamma" default="2.2" min="0.1" max="4"/> <Property name="Exposure" min="-9" max="9" default="0"/> - <Property name="BloomThreshold" formalName="Bloom Threshold" description="Objects brighter than this will generate a bloom" default="1.0" /> - <Property name="BlurFalloff" formalName="Bloom Falloff" description="Size of the bloom (smaller is larger)" default="0" min="0" max="10"/> + <Property name="BloomThreshold" formalName="Bloom Threshold" description="Objects brighter than this will\ngenerate a bloom" default="1.0" /> + <Property name="BlurFalloff" formalName="Bloom Falloff" description="Size of the bloom. Smaller\nnumber means larger bloom." default="0" min="0" max="10"/> - <Property name="TonemappingLerp" formalName="Effect Amount" description="Adjust between no change and full effect." default="1" min="0" max="1" hidden="True"/> + <Property name="TonemappingLerp" formalName="Effect Amount" description="Adjust between no change and\nfull effect." default="1" min="0" max="1" hidden="True"/> <!-- <Property name="Key" formalName="Luminance Key" min="0" max="1" default="0.04"/> diff --git a/Studio/Content/Effect Library/LightTable.effect b/Studio/Content/Effect Library/LightTable.effect index 083ec84d..0c8b84f0 100644 --- a/Studio/Content/Effect Library/LightTable.effect +++ b/Studio/Content/Effect Library/LightTable.effect @@ -2,21 +2,21 @@ <Effect> <MetaData> <Property name="SurfDist" formalName="Distance to Surface" description="Distance from camera to the paper surface" default="100"/> - <Property name="BlurDist" formalName="Distance to Full Blur" description="Distance from the paper surface that corresponds to fully blurred" default="100"/> + <Property name="BlurDist" formalName="Distance to Full Blur" description="Distance from the paper surface that\ncorresponds to fully blurred" default="100"/> <Property name="MaxBlur" formalName="Max Blur Radius" description="Blur radius defined as 'full blur'" min="1" max="100" default="50"/> <Property name="OverlayDif" formalName="Diffuse Texture" description="Texture overlay color for the paper surface" type="Texture" clamp="repeat" /> - <Property name="OverlayTrn" formalName="Translucent Texture" description="Texture overlay translucency for the paper surface" type="Texture" clamp="repeat" /> - <Property name="OverlayNrm" formalName="Normal Texture" description="Texture overlay normal for the paper surface" type="Texture" clamp="repeat" /> + <Property name="OverlayTrn" formalName="Translucent Texture" description="Texture overlay translucency for the\npaper surface" type="Texture" clamp="repeat" /> + <Property name="OverlayNrm" formalName="Normal Texture" description="Texture overlay normal for the paper\nsurface" type="Texture" clamp="repeat" /> <Property name="OverlayScale" formalName="Texture Scale" description="Texture overlay scaling factor" type="Float2" default="1 1"/> <Property name="OverlayRot" formalName="Texture Rotation" description="Texture overlay rotation angle" default="0" min="0" max="360"/> <Property name="OverlayTrans" formalName="Translucency blocking" description="How much translucency through the overlay" default="2.0"/> <Property name="LightCol" formalName="Light Color" description="Color of the backlight" type="Color" default="1 1 1"/> <Property name="LightBrt" formalName="Light Brightness" description="Brightness of the backlight" default="1.0"/> - <Property name="LightExp" formalName="Light Exposure" descriptoin="Pre-emptive exposure operation to prevent blowout" default="1.0"/> + <Property name="LightExp" formalName="Light Exposure" descriptoin="Pre-emptive exposure operation to prevent\nblowout" default="1.0"/> - <Property name="DimplePos" formalName="Dimple Position" description="On-screen position of a depth 'pressure dimple'" type="Float2" default="0 0"/> + <Property name="DimplePos" formalName="Dimple Position" description="On-screen position of a depth\n'pressure dimple'" type="Float2" default="0 0"/> <Property name="DimpleDepth" formalName="Dimple Pressure" description="How deep the 'pressure dimple' goes" default="0"/> - <Property name="DimpleSize" formalName="Dimple Size" description="How big the pressure dimple is in onscreen pixels" default="1" min="1" max="1000"/> + <Property name="DimpleSize" formalName="Dimple Size" description="How big the pressure dimple is in\nonscreen pixels" default="1" min="1" max="1000"/> <!-- Internal buffers plus a few extra options --> <Property name="DepthSampler" type="Texture" filter="nearest" clamp="clamp"/> @@ -230,4 +230,4 @@ void frag() <BufferInput param="DistBuffer" value="blurweights" /> </Pass> </Passes> -</Effect>
\ No newline at end of file +</Effect> diff --git a/Studio/Content/Effect Library/Motion Blur.effect b/Studio/Content/Effect Library/Motion Blur.effect index 1dff00b1..6d8d4cfd 100644 --- a/Studio/Content/Effect Library/Motion Blur.effect +++ b/Studio/Content/Effect Library/Motion Blur.effect @@ -2,7 +2,7 @@ <Effect> <MetaData> <!--Create an apparent streaking for rapidly moving objects in the layer.--> - <Property name="fadeAmount" formalName="Fade Amount" min="0" max="1" default=".05" description="0=object trails persist, 1.0=object trails fade out immediately (no trail)" /> + <Property name="fadeAmount" formalName="Fade Amount" min="0" max="1" default=".05" description="0 = object trails persist\n1.0 = object trails fade out\nimmediately (no trail)" /> <Property name="GlowSampler" type="Texture" filter="nearest" clamp="clamp" /> <Property name="Sprite" type="Texture" filter="nearest" clamp="clamp" /> </MetaData> diff --git a/Studio/Content/Effect Library/Screen Space AO.effect b/Studio/Content/Effect Library/Screen Space AO.effect index f7128915..84da723e 100644 --- a/Studio/Content/Effect Library/Screen Space AO.effect +++ b/Studio/Content/Effect Library/Screen Space AO.effect @@ -2,9 +2,9 @@ <Effect> <MetaData> <Property name="FilterSize" formalName="Filter Size" description="Range to shoot samples for conversion" default="4"/> - <Property name="DistScale" formalName="Distance Scale" description="Divisor for distances during filtering -- larger equals more subtle" default="8"/> + <Property name="DistScale" formalName="Distance Scale" description="Divisor for distances during filtering;\nlarger equals more subtle" default="8"/> <Property name="DistBias" formalName="Distance Bias" description="Depth bias to prevent self-shadowing artifacts" default="1"/> - <Property name="DebugView" formalName="Debug SSAO effect" type="Boolean" description="Allows you to see the effect of the filter directly to help setup parameters" default="False"/> + <Property name="DebugView" formalName="Debug SSAO effect" type="Boolean" description="Allows you to see the effect of\nthe filter directly to help setup\nparameters" default="False"/> <Property name="DepthSampler" type="Texture" filter="nearest" clamp="clamp"/> <Property name="SourceSampler" type="Texture" filter="linear" clamp="clamp"/> </MetaData> @@ -87,4 +87,4 @@ void frag( void ) <DepthInput param="DepthSampler" /> </Pass> </Passes> -</Effect>
\ No newline at end of file +</Effect> diff --git a/Studio/Content/Effect Library/Sepia.effect b/Studio/Content/Effect Library/Sepia.effect index b3b92dee..3129e338 100644 --- a/Studio/Content/Effect Library/Sepia.effect +++ b/Studio/Content/Effect Library/Sepia.effect @@ -6,7 +6,7 @@ <MetaData> <!--Properties are automatically translated into the effect format when we generate the effect's GLSL file --> <!--Colorizes the image to a faded brown color, simulating old film coloration.--> - <Property name="amount" formalName="Amount" min="0" max="1" default="1" description="0=no change to image, 1=full sepia effect." /> + <Property name="amount" formalName="Amount" min="0" max="1" default="1" description="0 = no change to image\n1 = full sepia effect" /> </MetaData> <!-- default shader doesn't need to be named--> <Shaders> diff --git a/Studio/Content/Effect Library/Stylize - Scatter.effect b/Studio/Content/Effect Library/Stylize - Scatter.effect index b30df215..9d37b1c8 100644 --- a/Studio/Content/Effect Library/Stylize - Scatter.effect +++ b/Studio/Content/Effect Library/Stylize - Scatter.effect @@ -4,8 +4,8 @@ <!--Scatters the pixels in a layer, creating a blurry or smeared appearance. Without changing the color of each individual pixel, the Scatter effect redistributes the pixels randomly, but in the same general area as their original positions.--> <Property name="NoiseSamp" formalName="Noise" filter="linear" clamp="repeat" type="Texture" default="./maps/effects/brushnoise.dds" hidden="True"/> <Property name="Amount" formalName="Scatter Amount" min="0" max="127" default="20.0" description="Determines how much to scatter."/> - <Property name="dir" formalName="Grain" list="Both:Horizontal:Vertical" default="Both" description="The direction in which to scatter the pixels - horizontally or vertically. Select Both to scatter pixels in all directions."/> - <Property name="isRand" formalName="Randomize Every Frame" type="Boolean" default="False" description="Specifies whether scattering changes at each frame. To animate scattering without keyframes, select the Randomize Every Frame option."/> + <Property name="dir" formalName="Grain" list="Both:Horizontal:Vertical" default="Both" description="The direction in which to scatter the\npixels, horizontally or vertically.\nSelect Both to scatter pixels in all directions."/> + <Property name="isRand" formalName="Randomize Every Frame" type="Boolean" default="False" description="Specifies whether scattering changes at\neach frame. To animate scattering without\nkeyframes, select the Randomize Every Frame\noption."/> </MetaData> <Shaders> <Shader> diff --git a/Studio/Content/Effect Library/Tilt Shift.effect b/Studio/Content/Effect Library/Tilt Shift.effect index ac0423c3..ddd9f607 100644 --- a/Studio/Content/Effect Library/Tilt Shift.effect +++ b/Studio/Content/Effect Library/Tilt Shift.effect @@ -1,13 +1,13 @@ <?xml version="1.0" encoding="UTF-8" ?> <Effect> <MetaData> - <Property name="FocusPos" formalName="Focus Position" description="Height of the focus bar in normalized coordinates" min="0" max="1" default=".5"/> - <Property name="FocusWidth" formalName="Focus Width" description="Objects within this range of Focus Distance will be in focus" min="0" max="1" default=".2"/> - <Property name="BlurDebug" formalName="Debug Rendering" type="Boolean" description="Allows you to see exactly how the Focus variables work. Black objects are in focus, white are blurred" default="False"/> - <Property name="BlurAmount" formalName="Blur Amount" description="Increase the amount of blur. Amounts above 4 may cause artifacts" min="0" max="10" default="4" /> + <Property name="FocusPos" formalName="Focus Position" description="Height of the focus bar in\nnormalized coordinates" min="0" max="1" default=".5"/> + <Property name="FocusWidth" formalName="Focus Width" description="Objects within this range of Focus Distance\nwill be in focus" min="0" max="1" default=".2"/> + <Property name="BlurDebug" formalName="Debug Rendering" type="Boolean" description="Allows you to see exactly how the Focus\nvariables work. Black objects are in\nfocus, white are blurred" default="False"/> + <Property name="BlurAmount" formalName="Blur Amount" description="Increase the amount of blur. Amounts\nabove 4 may cause artifacts" min="0" max="10" default="4" /> <Property name="SourceSampler" type="Texture" filter="linear" clamp="clamp"/> - <Property name="VerticalEffect" formalName="Vertical" type='Boolean' description="Makes the effect work vertically instead of horizontally" default="False"/> - <Property name="InvertBlur" formalName="Invert Blur" type="Boolean" description="Inverts the blur area so the center is blurred vs. the outer" default="False"/> + <Property name="VerticalEffect" formalName="Vertical" type='Boolean' description="Makes the effect work vertically\ninstead of horizontally" default="False"/> + <Property name="InvertBlur" formalName="Invert Blur" type="Boolean" description="Inverts the blur area so the center\nis blurred vs. the outer" default="False"/> </MetaData> <Shaders> <Shared> diff --git a/Studio/Content/Material Library/aluminium_anodized.material b/Studio/Content/Material Library/aluminium_anodized.material index 7eee8083..f989cbcd 100644 --- a/Studio/Content/Material Library/aluminium_anodized.material +++ b/Studio/Content/Material Library/aluminium_anodized.material @@ -4,7 +4,7 @@ <Property formalName="Enable Environment" name="uEnvironmentMappingEnabled" description="Enable environment mapping" type="Boolean" default="True" category="Material"/> <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.300000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.300000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Base color" name="base_color" type="Color" default="0.7 0.7 0.7" description="Color of the material" category="Material"/> </MetaData> <Shaders type="GLSL" version="330"> diff --git a/Studio/Content/Material Library/aluminium_anodized_emissive.material b/Studio/Content/Material Library/aluminium_anodized_emissive.material index 1edcf784..22ebcab4 100644 --- a/Studio/Content/Material Library/aluminium_anodized_emissive.material +++ b/Studio/Content/Material Library/aluminium_anodized_emissive.material @@ -4,7 +4,7 @@ <Property formalName="Enable Environment" name="uEnvironmentMappingEnabled" description="Enable environment mapping" type="Boolean" default="True" category="Material"/> <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.300000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.300000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Base color" name="base_color" type="Color" default="0.7 0.7 0.7" description="Color of the material" category="Material"/> <Property formalName="Intensity" name="intensity" description="Emission intensity" type="Float" default="1.000000" category="Material"/> <Property formalName="Emission Color" name="emission_color" description="Color of the emission" type="Color" default="0 0 0" category="Material"/> diff --git a/Studio/Content/Material Library/asphalt.material b/Studio/Content/Material Library/asphalt.material index 0ce7e29e..da37ed41 100644 --- a/Studio/Content/Material Library/asphalt.material +++ b/Studio/Content/Material Library/asphalt.material @@ -5,7 +5,7 @@ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Index of Refraction" name="material_ior" type="Float" default="2.000000" description="Index of refraction of the material" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.250000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.250000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Reflectivity Map" name="reflect_texture" description="Reflectivity texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="specular" default="./maps/materials/asphalt_bump.png" category="Material"/> <Property formalName="Tiling" name="texture_tiling" type="Float2" default="4 4" description="Scaling of the textures" category="Material"/> <Property formalName="Diffuse Map" name="diffuse_texture" description="Diffuse texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="diffuse" default="./maps/materials/asphalt.png" category="Material"/> diff --git a/Studio/Content/Material Library/bamboo_natural_matte.material b/Studio/Content/Material Library/bamboo_natural_matte.material index 64cf6cc9..28ab611d 100644 --- a/Studio/Content/Material Library/bamboo_natural_matte.material +++ b/Studio/Content/Material Library/bamboo_natural_matte.material @@ -5,7 +5,7 @@ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Index of Refraction" name="material_ior" type="Float" default="1.500000" description="Index of refraction of the material" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.300000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.300000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Reflectivity Map" name="reflect_texture" description="Reflectivity texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="specular" default="./maps/materials/bamboo_natural_spec.png" category="Material"/> <Property formalName="Tiling" name="texture_tiling" type="Float2" default="4 4" description="Scaling of the textures" category="Material"/> <Property formalName="Diffuse Map" name="diffuse_texture" description="Diffuse texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="diffuse" default="./maps/materials/bamboo_natural.png" category="Material"/> diff --git a/Studio/Content/Material Library/bamboo_natural_matte_emissive.material b/Studio/Content/Material Library/bamboo_natural_matte_emissive.material index 25204f47..fde99ae1 100644 --- a/Studio/Content/Material Library/bamboo_natural_matte_emissive.material +++ b/Studio/Content/Material Library/bamboo_natural_matte_emissive.material @@ -5,7 +5,7 @@ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Index of Refraction" name="material_ior" type="Float" default="1.500000" description="Index of refraction of the material" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.300000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.300000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Reflectivity Map" name="reflect_texture" description="Reflectivity texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="specular" default="./maps/materials/bamboo_natural_spec.png" category="Material"/> <Property formalName="Tiling" name="texture_tiling" type="Float2" default="4 4" description="Scaling of the textures" category="Material"/> <Property formalName="Diffuse Map" name="diffuse_texture" description="Diffuse texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="diffuse" default="./maps/materials/bamboo_natural.png" category="Material"/> diff --git a/Studio/Content/Material Library/carbon_fiber.material b/Studio/Content/Material Library/carbon_fiber.material index 55ee0740..fd3eca38 100644 --- a/Studio/Content/Material Library/carbon_fiber.material +++ b/Studio/Content/Material Library/carbon_fiber.material @@ -5,11 +5,11 @@ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Coat ior" name="coat_ior" type="Float" default="1.250000" description="Index of refraction of the coating layer" category="Material"/> - <Property formalName="Coat Glossy weight" name="coat_weight" type="Float" min="0.000000" max="1.000000" default="1.000000" description="Strength of the coating's glossy reflection. A value of 0 means no reflection, 1 is maximum reflectivity" category="Material"/> - <Property formalName="Coat Roughness" name="coat_roughness" type="Float" min="0.000000" max="1.000000" default="0.000000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Coat Glossy weight" name="coat_weight" type="Float" min="0.000000" max="1.000000" default="1.000000" description="Strength of the coating's glossy reflection.\n0 = no reflection\n1 = maximum reflectivity" category="Material"/> + <Property formalName="Coat Roughness" name="coat_roughness" type="Float" min="0.000000" max="1.000000" default="0.000000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Base ior" name="base_ior" type="Float" default="1.650000" description="Index of refraction of the material" category="Material"/> - <Property formalName="Glossy Weight" name="base_weight" type="Float" min="0.000000" max="1.000000" default="0.500000" description="Strength of glossy reflection at incident angles. A value of 0 means no reflection, 1 is maximum reflectivity" category="Material"/> - <Property formalName="Roughness" name="base_roughness" type="Float" min="0.000000" max="1.000000" default="0.100000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Glossy Weight" name="base_weight" type="Float" min="0.000000" max="1.000000" default="0.500000" description="Strength of glossy reflection at incident angles.\n0 = no reflection\n1 = maximum reflectivity" category="Material"/> + <Property formalName="Roughness" name="base_roughness" type="Float" min="0.000000" max="1.000000" default="0.100000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Anisotropy" name="anisotropy" type="Float" min="0.000000" max="0.999000" default="0.800000" description="The anisotropy of the roughness" category="Material"/> <Property formalName="Anisotropy Map" description="Anisotropy transformation texture" name="anisotropy_rotation_texture" type="Texture" filter="linear" minfilter="linear" clamp="repeat" usage="anisotropy" default="./maps/materials/carbon_fiber_aniso.png" category="Material"/> <Property formalName="Tiling" name="texture_tiling" type="Float2" default="12 12" description="Scaling of the textures" category="Material"/> diff --git a/Studio/Content/Material Library/carbon_fiber_emissive.material b/Studio/Content/Material Library/carbon_fiber_emissive.material index aaf970a5..255ec618 100644 --- a/Studio/Content/Material Library/carbon_fiber_emissive.material +++ b/Studio/Content/Material Library/carbon_fiber_emissive.material @@ -5,11 +5,11 @@ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Coat ior" name="coat_ior" type="Float" default="1.250000" description="Index of refraction of the coating layer" category="Material"/> - <Property formalName="Coat Glossy weight" name="coat_weight" type="Float" min="0.000000" max="1.000000" default="1.000000" description="Strength of the coating's glossy reflection. A value of 0 means no reflection, 1 is maximum reflectivity" category="Material"/> - <Property formalName="Coat Roughness" name="coat_roughness" type="Float" min="0.000000" max="1.000000" default="0.000000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Coat Glossy weight" name="coat_weight" type="Float" min="0.000000" max="1.000000" default="1.000000" description="Strength of the coating's glossy reflection.\n0 = no reflection\n1 = maximum reflectivity" category="Material"/> + <Property formalName="Coat Roughness" name="coat_roughness" type="Float" min="0.000000" max="1.000000" default="0.000000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Base ior" name="base_ior" type="Float" default="1.650000" description="Index of refraction of the material" category="Material"/> - <Property formalName="Glossy Weight" name="base_weight" type="Float" min="0.000000" max="1.000000" default="0.500000" description="Strength of glossy reflection at incident angles. A value of 0 means no reflection, 1 is maximum reflectivity" category="Material"/> - <Property formalName="Roughness" name="base_roughness" type="Float" min="0.000000" max="1.000000" default="0.100000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Glossy Weight" name="base_weight" type="Float" min="0.000000" max="1.000000" default="0.500000" description="Strength of glossy reflection at incident angles.\n0 = no reflection\n1 = maximum reflectivity" category="Material"/> + <Property formalName="Roughness" name="base_roughness" type="Float" min="0.000000" max="1.000000" default="0.100000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Anisotropy" name="anisotropy" type="Float" min="0.000000" max="0.999000" default="0.800000" description="The anisotropy of the roughness" category="Material"/> <Property formalName="Anisotropy Map" description="Anisotropy transformation texture" name="anisotropy_rotation_texture" type="Texture" filter="linear" minfilter="linear" clamp="repeat" usage="anisotropy" default="./maps/materials/carbon_fiber_aniso.png" category="Material"/> <Property formalName="Tiling" name="texture_tiling" type="Float2" default="12 12" description="Scaling of the textures" category="Material"/> diff --git a/Studio/Content/Material Library/concrete.material b/Studio/Content/Material Library/concrete.material index c6ef23b7..1bcdadcd 100644 --- a/Studio/Content/Material Library/concrete.material +++ b/Studio/Content/Material Library/concrete.material @@ -5,7 +5,7 @@ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Index of Refraction" name="material_ior" type="Float" default="1.500000" description="Index of refraction of the material" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.350000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.350000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Bump Map" name="bump_texture" description="Bump texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="bump" default="./maps/materials/concrete_plain_bump.png" category="Material"/> <Property formalName="Tiling" name="texture_tiling" type="Float2" default="5 2" description="Scaling of the textures" category="Material"/> <Property formalName="Diffuse Map" name="diffuse_texture" description="Diffuse texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="diffuse" default="./maps/materials/concrete_plain.png" category="Material"/> diff --git a/Studio/Content/Material Library/copper.material b/Studio/Content/Material Library/copper.material index a1b8d858..5f407def 100644 --- a/Studio/Content/Material Library/copper.material +++ b/Studio/Content/Material Library/copper.material @@ -4,7 +4,7 @@ <Property formalName="Enable Environment" name="uEnvironmentMappingEnabled" description="Enable environment mapping" type="Boolean" default="True" category="Material"/> <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.000000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.000000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Metal Color" name="metal_color" type="Color" default="0.805 0.395 0.305" description="Color of the material" category="Material"/> </MetaData> <Shaders type="GLSL" version="330"> diff --git a/Studio/Content/Material Library/leather_smoothed_black.material b/Studio/Content/Material Library/leather_smoothed_black.material index cc06426a..8d456694 100644 --- a/Studio/Content/Material Library/leather_smoothed_black.material +++ b/Studio/Content/Material Library/leather_smoothed_black.material @@ -5,7 +5,7 @@ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Index of Refraction" name="material_ior" type="Float" default="1.400000" description="Index of refraction of the material" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.300000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.300000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Reflectivity Map" name="reflect_texture" description="Reflectivity texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="specular" default="./maps/materials/smooth_black_leather_spec.png" category="Material"/> <Property formalName="Tiling" name="texture_tiling" type="Float2" default="4 4" description="Scaling of the textures" category="Material"/> <Property formalName="Diffuse Map" name="diffuse_texture" description="Diffuse texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="diffuse" default="./maps/materials/smooth_black_leather.png" category="Material"/> diff --git a/Studio/Content/Material Library/mesh_fence.material b/Studio/Content/Material Library/mesh_fence.material index c9f2348e..df5d8170 100644 --- a/Studio/Content/Material Library/mesh_fence.material +++ b/Studio/Content/Material Library/mesh_fence.material @@ -6,7 +6,7 @@ <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Index of Refraction" name="material_ior" type="Float" default="15.000000" description="Index of refraction of the material" category="Material"/> <Property formalName="Glossiness" name="glossy_weight" type="Float" min="0.000000" max="1.000000" default="0.500000" description="Reflectivity factor at incident angles" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.250000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.250000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Diffuse Map" name="diffuse_texture" description="Diffuse texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="diffuse" default="./maps/materials/cyclone_mesh_fencing.png" category="Material"/> <Property formalName="Tiling" name="texture_tiling" type="Float2" default="3 3" description="Scaling of the textures" category="Material"/> <Property formalName="Bump Map" name="bump_texture" description="Bump texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="bump" default="./maps/materials/cyclone_mesh_fencing_normal.png" category="Material"/> diff --git a/Studio/Content/Material Library/metal_mesh_fine.material b/Studio/Content/Material Library/metal_mesh_fine.material index ccbbf7a8..f4e2d9fe 100644 --- a/Studio/Content/Material Library/metal_mesh_fine.material +++ b/Studio/Content/Material Library/metal_mesh_fine.material @@ -5,7 +5,7 @@ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Index of Refraction" name="material_ior" type="Float" default="15.000000" description="Index of refraction of the material" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.000000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.000000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Diffuse Map" name="diffuse_texture" description="Diffuse texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="diffuse" default="./maps/materials/metal_mesh.png" category="Material"/> <Property formalName="Tiling" name="texture_tiling" type="Float2" default="75 75" description="Scaling of the textures" category="Material"/> <Property formalName="Bump Map" name="bump_texture" description="Bump texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="bump" default="./maps/materials/metal_mesh_bump.png" category="Material"/> diff --git a/Studio/Content/Material Library/paper_artistic.material b/Studio/Content/Material Library/paper_artistic.material index 11a9af06..6c7b0755 100644 --- a/Studio/Content/Material Library/paper_artistic.material +++ b/Studio/Content/Material Library/paper_artistic.material @@ -2,7 +2,7 @@ <MetaData > <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> - <Property formalName="Translucency Falloff" name="uTranslucentFalloff" description="Falloff of the translucency of the material" type="Float" default="0.0" category="Material"/> + <Property formalName="Translucency Falloff" name="uTranslucentFalloff" description="Falloff of the translucency of the\nmaterial" type="Float" default="0.0" category="Material"/> <Property formalName="Diffuse Light Bend" name="uDiffuseLightWrap" description="Diffuse light bend of the material" type="Float" min="0.0" max="1.0" default="0.0" category="Material"/> <Property formalName="Transparency" name="uOpacity" description="Transparency of the material" type="Float" min="0.0" max="100.0" default="100.0" category="Material"/> <Property formalName="Transmission Weight" name="transmission_weight" type="Float" default="0.200000" description="Value determining transmission" category="Material"/> diff --git a/Studio/Content/Material Library/paper_office.material b/Studio/Content/Material Library/paper_office.material index 7dc48e13..22f60721 100644 --- a/Studio/Content/Material Library/paper_office.material +++ b/Studio/Content/Material Library/paper_office.material @@ -2,7 +2,7 @@ <MetaData > <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> - <Property formalName="Translucency Falloff" name="uTranslucentFalloff" description="Falloff of the translucency of the material" type="Float" default="0.0" category="Material"/> + <Property formalName="Translucency Falloff" name="uTranslucentFalloff" description="Falloff of the translucency of the\nmaterial" type="Float" default="0.0" category="Material"/> <Property formalName="Diffuse Light Bend" name="uDiffuseLightWrap" description="Diffuse light bend of the material" type="Float" min="0.0" max="1.0" default="0.0" category="Material"/> <Property formalName="Transparency" name="uOpacity" description="Transparency of the material" type="Float" min="0.0" max="100.0" default="100.0" category="Material"/> <Property formalName="Transmission Weight" name="transmission_weight" type="Float" default="0.200000" description="Value determining transmission" category="Material"/> diff --git a/Studio/Content/Material Library/plastic_structured_red.material b/Studio/Content/Material Library/plastic_structured_red.material index 339d4694..f9be9ec3 100644 --- a/Studio/Content/Material Library/plastic_structured_red.material +++ b/Studio/Content/Material Library/plastic_structured_red.material @@ -9,7 +9,7 @@ <Property formalName="Gradient3D Map" description="Gradient texture of the material" hidden="True" name="randomGradient3D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient3D.png"/> <Property formalName="Gradient4D Map" description="Gradient texture of the material" hidden="True" name="randomGradient4D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient4D.png"/> <Property formalName="Index of Refraction" name="material_ior" description="Refractive index of the material" type="Float" default="1.800000" category="Material"/> - <Property formalName="Roughness" name="roughness" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" type="Float" default="0.250000" category="Material"/> + <Property formalName="Roughness" name="roughness" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" type="Float" default="0.250000" category="Material"/> <Property formalName="Color" name="diffuse_color" description="Color of the material" type="Color" default="0.451 0.04 0.035" category="Material"/> <Property formalName="Texture Scale" name="texture_scaling" description="Scaling of the texture" type="Float" default="0.100000" category="Material"/> <Property formalName="Bump Amount" name="bump_factor" description="Bumpiness of the material" type="Float" default="0.400000" category="Material"/> diff --git a/Studio/Content/Material Library/plastic_structured_red_emissive.material b/Studio/Content/Material Library/plastic_structured_red_emissive.material index 2a33bb44..9e834df2 100644 --- a/Studio/Content/Material Library/plastic_structured_red_emissive.material +++ b/Studio/Content/Material Library/plastic_structured_red_emissive.material @@ -9,7 +9,7 @@ <Property formalName="Gradient3D Map" description="Gradient texture of the material" hidden="True" name="randomGradient3D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient3D.png"/> <Property formalName="Gradient4D Map" description="Gradient texture of the material" hidden="True" name="randomGradient4D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient4D.png"/> <Property formalName="Index of Refraction" name="material_ior" description="Refractive index of the material" type="Float" default="1.800000" category="Material"/> - <Property formalName="Roughness" name="roughness" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" type="Float" default="0.250000" category="Material"/> + <Property formalName="Roughness" name="roughness" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" type="Float" default="0.250000" category="Material"/> <Property formalName="Color" name="diffuse_color" description="Color of the material" type="Color" default="0.451 0.04 0.035" category="Material"/> <Property formalName="Intensity" name="intensity" description="Emission intensity" type="Float" default="1.000000" category="Material"/> <Property formalName="Emission Color" name="emission_color" description="Color of the emission" type="Color" default="0 0 0" category="Material"/> diff --git a/Studio/Content/Material Library/porcelain.material b/Studio/Content/Material Library/porcelain.material index fa32a8ea..b21cda76 100644 --- a/Studio/Content/Material Library/porcelain.material +++ b/Studio/Content/Material Library/porcelain.material @@ -6,7 +6,7 @@ <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Index of Refraction" name="material_ior" type="Float" default="1.500000" description="Index of refraction of the material" category="Material"/> <Property formalName="Glossiness" name="glossy_weight" type="Float" min="0.000000" max="1.000000" default="1.000000" description="Strength of glossy reflection" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.150000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.150000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Porcelain Color" name="porcelain_color" type="Color" default="0.92 0.92 0.92" description="Color of the material" category="Material"/> </MetaData> <Shaders type="GLSL" version="330"> diff --git a/Studio/Content/Material Library/powder_coat.material b/Studio/Content/Material Library/powder_coat.material index 3b936878..e5c55ae5 100644 --- a/Studio/Content/Material Library/powder_coat.material +++ b/Studio/Content/Material Library/powder_coat.material @@ -5,8 +5,8 @@ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Index of Refraction" name="material_ior" description="Refractive index of the material" type="Float" default="5.000000" category="Material"/> - <Property formalName="Glossiness" name="glossy_weight" description="Reflectivity of the material at the incident lighting angles. 1.0 means totally reflective, 0.0 means no reflection" type="Float" default="0.500000" category="Material"/> - <Property formalName="Roughness" name="roughness" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" type="Float" default="0.100000" category="Material"/> + <Property formalName="Glossiness" name="glossy_weight" description="Reflectivity of the material at the\nincident lighting angles.\n0.0 = no reflection\n1.0 = totally reflective" type="Float" default="0.500000" category="Material"/> + <Property formalName="Roughness" name="roughness" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" type="Float" default="0.100000" category="Material"/> <Property formalName="Reflectivity" name="reflectivity" description="Reflectivity of the material" type="Float" default="0.100000" category="Material"/> <Property formalName="Diffuse Weight" name="diffuse_weight" description="Diffuse weight of the material" type="Float" default="1.000000" category="Material"/> <Property formalName="Powdercoat Color" name="powdercoat_diffuse_color" description="Color of the powdercoat" type="Color" default="0.046 0.046 0.054" category="Material"/> diff --git a/Studio/Content/Material Library/powder_coat_emissive.material b/Studio/Content/Material Library/powder_coat_emissive.material index edb81129..4470c960 100644 --- a/Studio/Content/Material Library/powder_coat_emissive.material +++ b/Studio/Content/Material Library/powder_coat_emissive.material @@ -5,8 +5,8 @@ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Index of Refraction" name="material_ior" description="Refractive index of the material" type="Float" default="5.000000" category="Material"/> - <Property formalName="Glossiness" name="glossy_weight" description="Reflectivity of the material at the incident lighting angles. 1.0 means totally reflective, 0.0 means no reflection" type="Float" default="0.500000" category="Material"/> - <Property formalName="Roughness" name="roughness" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" type="Float" default="0.100000" category="Material"/> + <Property formalName="Glossiness" name="glossy_weight" description="Reflectivity of the material at the\nincident lighting angles.\n0.0 = no reflection\n1.0 = totally reflective" type="Float" default="0.500000" category="Material"/> + <Property formalName="Roughness" name="roughness" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" type="Float" default="0.100000" category="Material"/> <Property formalName="Reflectivity" name="reflectivity" description="Reflectivity of the material" type="Float" default="0.100000" category="Material"/> <Property formalName="Diffuse Weight" name="diffuse_weight" description="Diffuse weight of the material" type="Float" default="1.000000" category="Material"/> <Property formalName="Powdercoat Color" name="powdercoat_diffuse_color" description="Color of the powdercoat" type="Color" default="0.046 0.046 0.054" category="Material"/> diff --git a/Studio/Content/Material Library/rubber_studded_black.material b/Studio/Content/Material Library/rubber_studded_black.material index 95572442..b6173812 100644 --- a/Studio/Content/Material Library/rubber_studded_black.material +++ b/Studio/Content/Material Library/rubber_studded_black.material @@ -5,8 +5,8 @@ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Index of Refraction" name="material_ior" type="Float" default="1.800000" description="Index of refraction of the material" category="Material"/> - <Property formalName="Glossiness" name="glossy_weight" type="Float" min="0.000000" max="1.000000" default="0.500000" description="Reflectivity of the material at the incident lighting angles. 1.0 means totally reflective, 0.0 means no reflection" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.250000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Glossiness" name="glossy_weight" type="Float" min="0.000000" max="1.000000" default="0.500000" description="Reflectivity of the material at the\nincident lighting angles.\n0.0 = no reflection\n1.0 = totally reflective" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.250000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Base color" name="base_color" type="Color" default="0 0 0" description="Color of the material" category="Material"/> <Property formalName="Bump Map" name="bump_texture" description="Bump texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="bump" default="./maps/materials/studded_rubber_bump.png" category="Material"/> <Property formalName="Bump Amount" name="bump_amount" type="Float" default="9.000000" description="Value determining the bumpiness" category="Material"/> diff --git a/Studio/Content/Material Library/rubber_studded_emissive.material b/Studio/Content/Material Library/rubber_studded_emissive.material index 46903b53..ff4526ae 100644 --- a/Studio/Content/Material Library/rubber_studded_emissive.material +++ b/Studio/Content/Material Library/rubber_studded_emissive.material @@ -5,8 +5,8 @@ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Index of Refraction" name="material_ior" type="Float" default="1.800000" description="Index of refraction of the material" category="Material"/> - <Property formalName="Glossiness" name="glossy_weight" type="Float" min="0.000000" max="1.000000" default="0.500000" description="Reflectivity of the material at the incident lighting angles. 1.0 means totally reflective, 0.0 means no reflection" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.250000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Glossiness" name="glossy_weight" type="Float" min="0.000000" max="1.000000" default="0.500000" description="Reflectivity of the material at the\nincident lighting angles.\n0.0 = no reflection\n1.0 = totally reflective" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.250000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Base color" name="base_color" type="Color" default="0 0 0" description="Color of the material" category="Material"/> <Property formalName="Bump Map" name="bump_texture" description="Bump texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="bump" default="./maps/materials/studded_rubber_bump.png" category="Material"/> <Property formalName="Bump Amount" name="bump_amount" type="Float" default="9.000000" description="Value determining the bumpiness" category="Material"/> diff --git a/Studio/Content/Material Library/thin_glass_frosted.material b/Studio/Content/Material Library/thin_glass_frosted.material index a277a248..d1719431 100644 --- a/Studio/Content/Material Library/thin_glass_frosted.material +++ b/Studio/Content/Material Library/thin_glass_frosted.material @@ -5,7 +5,7 @@ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Fresnel Power" name="uFresnelPower" description="Fresnel power of the material" type="Float" default="1.0" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="1.000000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="1.000000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Reflectivity" name="reflectivity_amount" type="Float" min="0.000000" max="1.000000" default="0.100000" description="Reflectivity factor" category="Material"/> <Property formalName="Glass ior" name="glass_ior" type="Float" default="1.100000" description="Index of refraction of the material" category="Material"/> <Property formalName="Glass Color" name="glass_color" type="Color" default="0.9 0.9 0.9" description="Color of the material" category="Material"/> @@ -17,14 +17,14 @@ <Property formalName="Gradient2D Map" description="Gradient texture of the material" hidden="True" name="randomGradient2D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient2D.png"/> <Property formalName="Gradient3D Map" description="Gradient texture of the material" hidden="True" name="randomGradient3D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient3D.png"/> <Property formalName="Gradient4D Map" description="Gradient texture of the material" hidden="True" name="randomGradient4D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient4D.png"/> - <Property formalName="Refract Depth" name="refract_depth" type="Float" default="5" min="0" max="20" description="Degree of bend from refraction. Allows control of refraction without affecting lighting" category="Refraction"/> + <Property formalName="Refract Depth" name="refract_depth" type="Float" default="5" min="0" max="20" description="Degree of bend from refraction. Allows\ncontrol of refraction without affecting\nlighting" category="Refraction"/> <Property formalName="Bump Coordinates" name="bumpCoords" description="Bump coordinates of the refraction" type="Vector" default="1 1 1" category="Refraction"/> <Property formalName="Bump Scale" name="bumpScale" description="Scale of the bumps" type="Float" min="0.000000" max="5.000000" default="0.500000" category="Refraction"/> <Property formalName="Bump Bands" name="bumpBands" description="Bump bands of the refraction" type="Long" min="1.000000" max="10.000000" default="1" category="Refraction"/> <Property formalName="Light Position" name="intLightPos" type="Float2" description="Position in UV space of the band-light" default="0.5 0" category="Translucent Lighting"/> <Property formalName="Light Color" name="intLightCol" type="Color" description="Color of the band-light" default="0.9 0.9 0.9" category="Translucent Lighting"/> <Property formalName="Light Brightness" name="intLightBrt" type="Float" description="Brightness of the band-light" default="0" category="Translucent Lighting"/> - <Property formalName="Light Rotation" name="intLightRot" type="Float" description="Angle the lightsource is oriented (band is perpendicular to this)" default="0" min="0" max="360" category="Translucent Lighting"/> + <Property formalName="Light Rotation" name="intLightRot" type="Float" description="Angle the lightsource is oriented.\nBand is perpendicular to this" default="0" min="0" max="360" category="Translucent Lighting"/> <Property formalName="Falloff rate" name="intLightFall" type="Float" description="Rate at which intensity drops off" default="2.0" category="Translucent Lighting"/> </MetaData> <Shaders type="GLSL" version="330"> diff --git a/Studio/Content/Material Library/thin_glass_frosted_sp.material b/Studio/Content/Material Library/thin_glass_frosted_sp.material index 0f3e4d8a..d6a20ecd 100644 --- a/Studio/Content/Material Library/thin_glass_frosted_sp.material +++ b/Studio/Content/Material Library/thin_glass_frosted_sp.material @@ -14,7 +14,7 @@ <Property formalName="Bump Scale" name="bumpScale" description="Scale of the bumps" type="Float" min="0.000000" max="1.000000" default="0.500000" category="Material"/> <Property formalName="Bump Bands" name="bumpBands" description="Bump bands of the material" type="Long" min="1.000000" max="10.000000" default="1" category="Material"/> <Property formalName="Fresnel Power" name="uFresnelPower" description="Fresnel power of the material" type="Float" default="1.0" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.000000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.000000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Blur Width" name="blur_size" description="Width of the blur" type="Float" default="8" min="0.000000" max="20.00000" category="Material"/> <Property formalName="Reflectivity" name="reflectivity_amount" type="Float" min="0.000000" max="1.000000" default="1.000000" description="Reflectivity factor" category="Material"/> <Property formalName="Glass ior" name="glass_ior" type="Float" default="1.100000" description="Index of refraction of the material" category="Material"/> diff --git a/Studio/Content/Material Library/thin_glass_refractive.material b/Studio/Content/Material Library/thin_glass_refractive.material index 184097b4..958faf0c 100644 --- a/Studio/Content/Material Library/thin_glass_refractive.material +++ b/Studio/Content/Material Library/thin_glass_refractive.material @@ -5,7 +5,7 @@ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Fresnel Power" name="uFresnelPower" description="Fresnel power of the material" type="Float" default="1.0" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.000000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.000000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Reflectivity" name="reflectivity_amount" type="Float" min="0.000000" max="1.000000" default="1.000000" description="Reflectivity factor" category="Material"/> <Property formalName="Glass ior" name="glass_ior" type="Float" default="1.100000" description="Index of refraction of the material" category="Material"/> <Property formalName="Glass Color" name="glass_color" type="Color" default="0.9 0.9 0.9" description="Color of the material" category="Material"/> diff --git a/Studio/Content/Material Library/walnut_matte.material b/Studio/Content/Material Library/walnut_matte.material index 26f73bf8..45412415 100644 --- a/Studio/Content/Material Library/walnut_matte.material +++ b/Studio/Content/Material Library/walnut_matte.material @@ -5,7 +5,7 @@ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/> <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/> <Property formalName="Index of Refraction" name="material_ior" type="Float" default="1.500000" description="Index of refraction of the material" category="Material"/> - <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.250000" description="Roughness of the material. 0 is fully specular, 1 is fully diffuse" category="Material"/> + <Property formalName="Roughness" name="roughness" type="Float" min="0.000000" max="1.000000" default="0.250000" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse" category="Material"/> <Property formalName="Reflectivity Map" name="reflect_texture" description="Reflectivity texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="specular" default="./maps/materials/walnut_spec.png" category="Material"/> <Property formalName="Tiling" name="texture_tiling" type="Float2" default="10 7" description="Scaling of the textures" category="Material"/> <Property formalName="Diffuse Map" name="diffuse_texture" description="Diffuse texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="diffuse" default="./maps/materials/walnut.png" category="Material"/> diff --git a/src/Authoring/Studio/Palettes/Inspector/InspectorControlModel.cpp b/src/Authoring/Studio/Palettes/Inspector/InspectorControlModel.cpp index dd6a00c4..6693b164 100644 --- a/src/Authoring/Studio/Palettes/Inspector/InspectorControlModel.cpp +++ b/src/Authoring/Studio/Palettes/Inspector/InspectorControlModel.cpp @@ -347,6 +347,9 @@ InspectorControlBase* InspectorControlModel::createItem(Qt3DSDMInspectable *insp item->m_propertyType = static_cast<qt3dsdm::AdditionalMetaDataType::Value> (propertySystem->GetAdditionalMetaDataType(item->m_instance, metaProperty.m_Property)); item->m_tooltip = Q3DStudio::CString(metaProperty.m_Description.c_str()).toQString(); + // \n is parsed as \\n from the material and effect files. Replace them to fix multi-line + // tooltips + item->m_tooltip.replace(QStringLiteral("\\n"), QStringLiteral("\n")); item->m_animatable = metaProperty.m_Animatable && studio->GetAnimationSystem()->IsPropertyAnimatable(item->m_instance, diff --git a/src/Runtime/res/DataModelMetadata/en-us/MetaData.xml b/src/Runtime/res/DataModelMetadata/en-us/MetaData.xml index 692ef1c1..ba439bab 100644 --- a/src/Runtime/res/DataModelMetadata/en-us/MetaData.xml +++ b/src/Runtime/res/DataModelMetadata/en-us/MetaData.xml @@ -9,7 +9,7 @@ <Category name="Time" description="Handlers exposed on the asset's time." icon="Objects-Folder-Normal.png" highlightIcon="Objects-Folder-Normal.png" /> <Alias> <Property name="name" formalName="Name" type="String" default="Alias" hidden="True" /> - <Property name="referencednode" formalName="Reference" description="Original element (e.g. group, component, model) to clone" type="ObjectRef" /> + <Property name="referencednode" formalName="Reference" description="Original element (e.g. group, component, model)\nto clone" type="ObjectRef" /> </Alias> <Asset> <Property name="starttime" formalName="Start Time" type="Long" hidden="True" /> @@ -41,13 +41,13 @@ <Property name="rotation" formalName="Rotation" description="Rotation around local axes" type="Rotation" /> <Property name="scale" formalName="Scale" description="Size adjustments along local axes" type="Vector" default="1 1 1" /> <Property name="pivot" formalName="Pivot" description="Offset of the contents away from the local center" type="Vector" /> - <Property name="fov" formalName="Field of View" description="Viewing angle of the camera (how much it can see)" min="1" max="180" default="60"> + <Property name="fov" formalName="Field of View" description="Viewing angle of the camera\n(how much it can see)" min="1" max="180" default="60"> <ShowIfEqual property="orthographic" value="False"/> </Property> <Property name="clipnear" formalName="Clipping Start" description="Near distance at which objects disappear" min="1" max="1000" default="10" /> <Property name="clipfar" formalName="Clipping End" description="Far distance at which objects disappear" default="5000" /> - <Property name="scalemode" formalName="Scale Mode" description="Render more content as the layer expands (same size) or scale up the content (fit)" list="Same Size:Fit:Fit Horizontal:Fit Vertical" default="Fit" /> - <Property name="scaleanchor" formalName="Scale Anchor" description="Corner of the content to pin as the layer size changes" list="Center:N:NE:E:SE:S:SW:W:NW" default="Center"/> + <Property name="scalemode" formalName="Scale Mode" description="Render more content as the layer expands\n(same size) or scale up the content (fit)" list="Same Size:Fit:Fit Horizontal:Fit Vertical" default="Fit" /> + <Property name="scaleanchor" formalName="Scale Anchor" description="Corner of the content to pin as the\nlayer size changes" list="Center:N:NE:E:SE:S:SW:W:NW" default="Center"/> </Camera> <Component> <Property name="name" formalName="Name" type="String" default="Component" hidden="True" /> @@ -63,36 +63,36 @@ <!--Images and materials don't have lifetimes, so we use a value that we know just won't cause any issues--> <Property name="endtime" formalName="End Time" type="Long" default="2147483647" hidden="True" /> <Property name="name" formalName="Name" type="String" default="Image" hidden="True" /> - <Property name="scaleu" formalName="U Repeat" description="Number of times the image is tiled on the U direction of the material" default="1" /> - <Property name="scalev" formalName="V Repeat" description="Number of times the image is tiled on the V direction of the material" default="1" /> - <Property name="mappingmode" formalName="Texture Mapping" description="How the image is applied to the material" list="UV Mapping:Environmental Mapping:Light Probe" default="UV Mapping" /> - <Property name="tilingmodehorz" formalName="U Tiling" description="How the image is tiled in the U direction" list="Tiled:Mirrored:No Tiling" default="No Tiling" /> - <Property name="tilingmodevert" formalName="V Tiling" description="How the image is tiled in the V direction" list="Tiled:Mirrored:No Tiling" default="No Tiling" /> + <Property name="scaleu" formalName="U Repeat" description="Number of times the image is tiled on\nthe U direction of the material" default="1" /> + <Property name="scalev" formalName="V Repeat" description="Number of times the image is tiled on\nthe V direction of the material" default="1" /> + <Property name="mappingmode" formalName="Texture Mapping" description="How the image is applied to the\nmaterial" list="UV Mapping:Environmental Mapping:Light Probe" default="UV Mapping" /> + <Property name="tilingmodehorz" formalName="U Tiling" description="How the image is tiled in the\nU direction" list="Tiled:Mirrored:No Tiling" default="No Tiling" /> + <Property name="tilingmodevert" formalName="V Tiling" description="How the image is tiled in the\nV direction" list="Tiled:Mirrored:No Tiling" default="No Tiling" /> <Property name="rotationuv" formalName="UV Rotation" description="Rotate the image's coordinates" /> - <Property name="positionu" formalName="U Position" description="Offset of the image along the U direction of the material" /> - <Property name="positionv" formalName="V Position" description="Offset of the image along the V direction of the material" /> - <Property name="pivotu" formalName="U Pivot" description="Offset the image in the U direction without affecting rotation center" /> - <Property name="pivotv" formalName="V Pivot" description="Offset the image in the V direction without affecting rotation center" /> - <Property name="subpresentation" formalName="Sub-Presentation" description="Presentation (or plugin) to use instead of the image" type="Renderable" /> + <Property name="positionu" formalName="U Position" description="Offset of the image along the U\ndirection of the material" /> + <Property name="positionv" formalName="V Position" description="Offset of the image along the V\ndirection of the material" /> + <Property name="pivotu" formalName="U Pivot" description="Offset the image in the U direction\nwithout affecting rotation center" /> + <Property name="pivotv" formalName="V Pivot" description="Offset the image in the V direction\nwithout affecting rotation center" /> + <Property name="subpresentation" formalName="Sub-Presentation" description="Presentation or QML stream\nto use instead of the image" type="Renderable" /> </Image> <Layer> <Property name="name" formalName="Name" type="String" default="Layer" hidden="True" /> - <Property name="disabledepthtest" formalName="Disable Depth Test" description="Optimize render speed for layers with mostly transparent objects?" type="Boolean" animatable="False"/> - <Property name="disabledepthprepass" formalName="Disable Depth Prepass" description="Optimize render speed for layers with low depth complexity" type="Boolean" animatable="False"/> - <Property name="progressiveaa" formalName="Progressive AA" description="Improves the visual quality when no items are moving" list="None:2x:4x:8x" default="None" /> - <Property name="multisampleaa" formalName="Multisample AA" description="Improves geometry quality, e.g. silhouettes." list="None:2x:4x:SSAA" default="None" /> - <Property name="temporalaa" formalName="Temporal AA" description="Improve overall quality using camera jittering and frame blending?" type="Boolean" default="False"/> - <Property name="background" formalName="Layer Background" description="The color to use for the layer each frame" list="Transparent:SolidColor:Unspecified" default="Transparent" /> + <Property name="disabledepthtest" formalName="Disable Depth Test" description="Optimize render speed for layers with\nmostly transparent objects?" type="Boolean" animatable="False"/> + <Property name="disabledepthprepass" formalName="Disable Depth Prepass" description="Optimize render speed for layers\nwith low depth complexity" type="Boolean" animatable="False"/> + <Property name="progressiveaa" formalName="Progressive AA" description="Improves the visual quality when no\nitems are moving" list="None:2x:4x:8x" default="None" /> + <Property name="multisampleaa" formalName="Multisample AA" description="Improves geometry quality, e.g.\nsilhouettes." list="None:2x:4x:SSAA" default="None" /> + <Property name="temporalaa" formalName="Temporal AA" description="Improve overall quality using camera\njittering and frame blending?" type="Boolean" default="False"/> + <Property name="background" formalName="Layer Background" description="The color to use for the layer\neach frame" list="Transparent:SolidColor:Unspecified" default="Transparent" /> <Property name="backgroundcolor" formalName="Background Color" description="The background color for the layer" type="Color" animatable="False"> <ShowIfEqual property="background" value="SolidColor"/> </Property> - <Property name="blendtype" formalName="Blend Mode" list="Normal:Screen:Multiply:Add:Subtract:*Overlay:*ColorBurn:*ColorDodge" default="Normal" description="Mode of blending between this layer and layers below. Modes marked with * are available only with HW supporting advanced blending modes." /> - <Property name="horzfields" formalName="Horizontal Fields" description="Properties to use to control the horizontal size and placement" list="Left/Width:Left/Right:Width/Right" default="Left/Width" /> - <Property name="left" formalName="Left" description="Distance between presentation and layer left edges"> + <Property name="blendtype" formalName="Blend Mode" list="Normal:Screen:Multiply:Add:Subtract:*Overlay:*ColorBurn:*ColorDodge" default="Normal" description="Mode of blending between this layer\nand layers below. Modes marked with\n* are available only with HW supporting\nadvanced blending modes." /> + <Property name="horzfields" formalName="Horizontal Fields" description="Properties to use to control the\nhorizontal size and placement" list="Left/Width:Left/Right:Width/Right" default="Left/Width" /> + <Property name="left" formalName="Left" description="Distance between presentation and\nlayer left edges"> <ShowIfEqual property="horzfields" value="Left/Width"/> <ShowIfEqual property="horzfields" value="Left/Right"/> </Property> - <Property name="leftunits" formalName="Left Units" description="Left distance is percent of overall width or absolute pixels" list="percent:pixels" default="percent"> + <Property name="leftunits" formalName="Left Units" description="Left distance is percent of overall\nwidth or absolute pixels" list="percent:pixels" default="percent"> <ShowIfEqual property="horzfields" value="Left/Width"/> <ShowIfEqual property="horzfields" value="Left/Right"/> </Property> @@ -100,24 +100,24 @@ <ShowIfEqual property="horzfields" value="Left/Width"/> <ShowIfEqual property="horzfields" value="Width/Right"/> </Property> - <Property name="widthunits" formalName="Width Units" description="Width is percent of overall width or absolute pixels" list="percent:pixels" default="percent"> + <Property name="widthunits" formalName="Width Units" description="Width is percent of overall width\nor absolute pixels" list="percent:pixels" default="percent"> <ShowIfEqual property="horzfields" value="Left/Width"/> <ShowIfEqual property="horzfields" value="Width/Right"/> </Property> - <Property name="right" formalName="Right" description="Distance between presentation and layer right edges"> + <Property name="right" formalName="Right" description="Distance between presentation and layer\nright edges"> <ShowIfEqual property="horzfields" value="Left/Right"/> <ShowIfEqual property="horzfields" value="Width/Right"/> </Property> - <Property name="rightunits" formalName="Right Units" description="Right distance is percent of overall width or absolute pixels" list="percent:pixels" default="percent"> + <Property name="rightunits" formalName="Right Units" description="Right distance is percent of overall\nwidth or absolute pixels" list="percent:pixels" default="percent"> <ShowIfEqual property="horzfields" value="Left/Right"/> <ShowIfEqual property="horzfields" value="Width/Right"/> </Property> - <Property name="vertfields" formalName="Vertical Fields" description="Properties to use to control the vertical size and placement" list="Top/Height:Top/Bottom:Height/Bottom" default="Top/Height" /> - <Property name="top" formalName="Top" description="Distance between presentation and layer top edges."> + <Property name="vertfields" formalName="Vertical Fields" description="Properties to use to control the\nvertical size and placement" list="Top/Height:Top/Bottom:Height/Bottom" default="Top/Height" /> + <Property name="top" formalName="Top" description="Distance between presentation and layer\ntop edges."> <ShowIfEqual property="vertfields" value="Top/Height"/> <ShowIfEqual property="vertfields" value="Top/Bottom"/> </Property> - <Property name="topunits" formalName="Top Units" description="Top distance is percent of overall height or absolute pixels" list="percent:pixels" default="percent"> + <Property name="topunits" formalName="Top Units" description="Top distance is percent of overall\nheight or absolute pixels" list="percent:pixels" default="percent"> <ShowIfEqual property="vertfields" value="Top/Height"/> <ShowIfEqual property="vertfields" value="Top/Bottom"/> </Property> @@ -125,19 +125,19 @@ <ShowIfEqual property="vertfields" value="Top/Height"/> <ShowIfEqual property="vertfields" value="Height/Bottom"/> </Property> - <Property name="heightunits" formalName="Height Units" description="Height is percent of overall height or absolute pixels" list="percent:pixels" default="percent"> + <Property name="heightunits" formalName="Height Units" description="Height is percent of overall height\nor absolute pixels" list="percent:pixels" default="percent"> <ShowIfEqual property="vertfields" value="Top/Height"/> <ShowIfEqual property="vertfields" value="Height/Bottom"/> </Property> - <Property name="bottom" formalName="Bottom" description="Distance between presentation and layer bottom edges"> + <Property name="bottom" formalName="Bottom" description="Distance between presentation and layer\nbottom edges"> <ShowIfEqual property="vertfields" value="Top/Bottom"/> <ShowIfEqual property="vertfields" value="Height/Bottom"/> </Property> - <Property name="bottomunits" formalName="Bottom Units" description="Bottom distance is percent of overall height or absolute pixels" list="percent:pixels" default="percent"> + <Property name="bottomunits" formalName="Bottom Units" description="Bottom distance is percent of overall\nheight or absolute pixels" list="percent:pixels" default="percent"> <ShowIfEqual property="vertfields" value="Top/Bottom"/> <ShowIfEqual property="vertfields" value="Height/Bottom"/> </Property> - <Property name="sourcepath" formalName="Sub-Presentation" description="Presentation (or plugin) to render for this layer" type="Renderable" /> + <Property name="sourcepath" formalName="Sub-Presentation" description="Presentation or QML stream to\nrender for this layer" type="Renderable" /> <!-- Restating the node properties so they appear at the bottom of the list because they won't be used quite as much --> <!--CN - removing properties that may force the layer to render offscreen. We aren't ready to support this feature--> <Property name="position" formalName="Position" description="Position" type="Vector" hidden="True"/> @@ -146,16 +146,16 @@ <Property name="pivot" formalName="Pivot" description="Pivot" type="Vector" hidden="True" /> <Property name="opacity" formalName="Opacity" min="0" max="100" default="100" hidden="True" /> - <Property name="aostrength" formalName="Ambient Occlusion" description="Amount of ambient occlusion shading to apply" min="0" max="100" default="0"> + <Property name="aostrength" formalName="Ambient Occlusion" description="Amount of ambient occlusion shading\nto apply" min="0" max="100" default="0"> <ShowIfEqual property="sourcepath" value=""/> </Property> <Property name="aodistance" formalName="AO Distance" description="Size of the ambient occlusion shading" default="5"> <ShowIfEqual property="sourcepath" value=""/> </Property> - <Property name="aosoftness" formalName="AO Softness" description="Magnitude of the blurring used to soften shading" min="0" max="50" default="50"> + <Property name="aosoftness" formalName="AO Softness" description="Magnitude of the blurring used to\nsoften shading" min="0" max="50" default="50"> <ShowIfEqual property="sourcepath" value=""/> </Property> - <Property name="aobias" formalName="AO Threshold" description="Remove AO from flat surfaces to prevent artifacts" default="0"> + <Property name="aobias" formalName="AO Threshold" description="Remove AO from flat surfaces to\nprevent artifacts" default="0"> <ShowIfEqual property="sourcepath" value=""/> </Property> <Property name="aosamplerate" formalName="AO Sampling Rate" description="Quality of AO sampling" type="Long" default="2" min="2" max="4"> @@ -168,30 +168,30 @@ <Property name="shadowstrength" formalName="Shadow Strength" description="Amount of shadowing to apply" min="0" max="100" default="0" hidden="True"> <ShowIfEqual property="sourcepath" value=""/> </Property> - <Property name="shadowdist" formalName="Shadow Distance" description="Maximum distance to ray march for shadows test" default="10" hidden="True"> + <Property name="shadowdist" formalName="Shadow Distance" description="Maximum distance to ray march for\nshadows test" default="10" hidden="True"> <ShowIfEqual property="sourcepath" value=""/> </Property> - <Property name="shadowsoftness" formalName="Shadow Softness" description="Amount of softening of the shadow edges" min="0" max="100" default="100" hidden="True"> + <Property name="shadowsoftness" formalName="Shadow Softness" description="Amount of softening of the shadow\nedges" min="0" max="100" default="100" hidden="True"> <ShowIfEqual property="sourcepath" value=""/> </Property> - <Property name="shadowbias" formalName="Shadow Threshold" description="Remove self-shadowing from flat surfaces" default="0" hidden="True"> + <Property name="shadowbias" formalName="Shadow Threshold" description="Remove self-shadowing from flat\nsurfaces" default="0" hidden="True"> <ShowIfEqual property="sourcepath" value=""/> </Property> - <Property name="lightprobe" formalName="Light Probe" description="Image used for image-based lighting and reflections" type="Image" /> - <Property name="probebright" formalName="IBL Brightness" description="Amount of light emitted by the light probe." default="100" /> - <Property name="fastibl" formalName="Fast IBL" description="Use a faster approximation to image-based lighting" type="Boolean" default="True" hidden="True" /> - <Property name="probehorizon" formalName="IBL Horizon Cutoff" description="Upper limit for horizon darkening of the light probe" min="-1" max="-0.001" default="-1" /> - <Property name="probefov" formalName="IBL FOV Angle" description="Image source FOV for the case of using a camera-source as the IBL probe" min="1.0" max="180" default="180" /> - <Property name="lightprobe2" formalName="Secondary Light Probe" description="Image to blend over the primary light probe" type="Image" /> - <Property name="probe2fade" formalName="Probe Crossfade" description="Blend amount between the primary and seconary probes" min="0.0" max="1.0" default="1.0" /> - <Property name="probe2window" formalName="Secondary Probe Window" description="Texture-U window size used for the moving window (for scrolling textures" min="0.01" max="1.0" default="1.0" hidden="True" /> - <Property name="probe2pos" formalName="Secondary Probe Offset" description="Texture-U window offset used for the moving window" default="0.5" hidden="True" /> + <Property name="lightprobe" formalName="Light Probe" description="Image used for image-based lighting\nand reflections" type="Image" /> + <Property name="probebright" formalName="IBL Brightness" description="Amount of light emitted by the light\nprobe." default="100" /> + <Property name="fastibl" formalName="Fast IBL" description="Use a faster approximation to\nimage-based lighting" type="Boolean" default="True" hidden="True" /> + <Property name="probehorizon" formalName="IBL Horizon Cutoff" description="Upper limit for horizon darkening\nof the light probe" min="-1" max="-0.001" default="-1" /> + <Property name="probefov" formalName="IBL FOV Angle" description="Image source FOV for the case of using\na camera-source as the IBL probe" min="1.0" max="180" default="180" /> + <Property name="lightprobe2" formalName="Secondary Light Probe" description="Image to blend over the primary light\nprobe" type="Image" /> + <Property name="probe2fade" formalName="Probe Crossfade" description="Blend amount between the primary and\nseconary probes" min="0.0" max="1.0" default="1.0" /> + <Property name="probe2window" formalName="Secondary Probe Window" description="Texture-U window size used for the\nmoving window (for scrolling textures)" min="0.01" max="1.0" default="1.0" hidden="True" /> + <Property name="probe2pos" formalName="Secondary Probe Offset" description="Texture-U window offset used for the\nmoving window" default="0.5" hidden="True" /> </Layer> <Light> <Property name="name" formalName="Name" type="String" default="Light" hidden="True" /> <Property name="opacity" formalName="Opacity" min="0" max="100" default="100" hidden="True" /> - <Property name='scope' formalName="Scope" description="Portion of the scene graph lit by this light; no value results in entire layer being affected." type='ObjectRef' /> + <Property name='scope' formalName="Scope" description="Portion of the scene graph lit by this\nlight; no value results in entire layer\nbeing affected." type='ObjectRef' /> <Property name="lighttype" formalName="Light Type" description="Type of illumination to use" list="Directional:Point:Area" default="Directional" /> <Property name="position" formalName="Position" description="Location in local space" type="Vector"/> <Property name="rotation" formalName="Rotation" description="Rotation around local axes" type="Rotation" /> @@ -216,25 +216,25 @@ <Property name="castshadow" formalName="Cast Shadows?" description="Enable shadow casting for this light" type="Boolean" default="False"/> <Property name="shdwfactor" formalName="Shadow Darkness" description="Factor used to darken shadows" default="10.0" min="1.0" max="100.0" /> <Property name="shdwfilter" formalName="Shadow Softness" description="Width of the blur filter on the shadow map" min="1" max="100" default="35" /> - <Property name="shdwmapres" formalName="Shadow Resolution" description="Resolution of shadow map (powers of two)" type="ShadowMapResolution" default="9" animatable="False" /> - <Property name="shdwbias" formalName="Shadow Depth Bias" description="Slight offset to avoid self-shadowing artifacts" default="0" min="-1.0" max="1.0" /> - <Property name="shdwmapfar" formalName="Shadow Far Clip" description="Affects the maximum distance for the shadow depth map" default="5000" /> - <Property name="shdwmapfov" formalName="Shadow Field of View" description="Affects the field of view of the shadow camera" default="90" min="1" max="179" /> + <Property name="shdwmapres" formalName="Shadow Resolution" description="Resolution of shadow map\n(powers of two)" type="ShadowMapResolution" default="9" animatable="False" /> + <Property name="shdwbias" formalName="Shadow Depth Bias" description="Slight offset to avoid self-shadowing\nartifacts" default="0" min="-1.0" max="1.0" /> + <Property name="shdwmapfar" formalName="Shadow Far Clip" description="Affects the maximum distance for the shadow\ndepth map" default="5000" /> + <Property name="shdwmapfov" formalName="Shadow Field of View" description="Affects the field of view of the shadow\ncamera" default="90" min="1" max="179" /> </Light> <Lightmaps> <Property name="name" formalName="Name" type="String" default="Lightmaps" hidden="True" category="Lighting" /> - <Property name="lightmapindirect" formalName="Indirect Lightmap" description="Image providing indirect lighty values for GI" type="Image" category="Lighting" /> + <Property name="lightmapindirect" formalName="Indirect Lightmap" description="Image providing indirect light values\nfor GI" type="Image" category="Lighting" /> <Property name="lightmapradiosity" formalName="Radiosity Lightmap" description="Image providing directional light values" type="Image" category="Lighting" /> <Property name="lightmapshadow" formalName="Shadow Lightmap" description="Baked Shadow map" type="Image" category="Lighting" /> </Lightmaps> <MaterialBase> <Property name="name" formalName="Name" type="String" default="MaterialBase" hidden="True" category="Material" /> - <Property name="iblprobe" formalName="IBL Override" description="IBL probe to use in place of the layer probe for this material" type="Image" category="Material" /> + <Property name="iblprobe" formalName="IBL Override" description="IBL probe to use in place of the\nlayer probe for this material" type="Image" category="Material" /> </MaterialBase> <Material> <Property name="name" formalName="Name" type="String" default="Material" hidden="True" category="Material" /> <Property name="shaderlighting" formalName="Lighting" description="Light model" list="Pixel:None" default="Pixel" category="Material" /> - <Property name="blendmode" formalName="Blending Mode" description="How this material blends with content behind it. Modes marked with * are available only with HW supporting advanced blending modes." list="Normal:Screen:Multiply:*Overlay:*ColorBurn:*ColorDodge" default="Normal" category="Material" /> + <Property name="blendmode" formalName="Blending Mode" description="How this material blends with content\nbehind it. Modes marked with * are\navailable only with HW supporting\nadvanced blending modes." list="Normal:Screen:Multiply:*Overlay:*ColorBurn:*ColorDodge" default="Normal" category="Material" /> <Property name="diffuse" formalName="Diffuse Color" description="Color when lit from any direction" type="Color" default="1 1 1" category="Material" /> <Property name="diffusemap" formalName="Diffuse Map" description="Image to multiply with diffuse color" type="Image" category="Material" /> <Property name="diffusemap2" formalName="Diffuse Map 2" description="Image to multiply with diffuse color" type="Image" category="Material" /> @@ -242,25 +242,25 @@ <Property name="specularreflection" formalName="Specular Reflection" description="Image to use as a faked reflection" type="Image" category="Material" /> <Property name="speculartint" formalName="Specular Tint" type="Color" description="Coloration applied to specular reflections" default="1 1 1" category="Material" /> <Property name="specularamount" formalName="Specular Amount" description="Amount of shine/gloss" category="Material" /> - <Property name="specularmap" formalName="Specular Map" description="Image to vary the specular amount across the material" type="Image" category="Material" /> - <Property name="specularmodel" formalName="Specular Model" description="Equation to use when calculating specular highlights for CG lights" list="Default:KGGX:KWard" default="Default" category="Material" /> - <Property name="specularroughness" formalName="Specular Roughness" description="Softening applied to reflections and highlights" min='0.001' max='1' category="Material" /> + <Property name="specularmap" formalName="Specular Map" description="Image to vary the specular amount across\nthe material" type="Image" category="Material" /> + <Property name="specularmodel" formalName="Specular Model" description="Equation to use when calculating specular\nhighlights for CG lights" list="Default:KGGX:KWard" default="Default" category="Material" /> + <Property name="specularroughness" formalName="Specular Roughness" description="Softening applied to reflections and\nhighlights" min='0.001' max='1' category="Material" /> <Property name="fresnelPower" formalName="Fresnel Power" description="Damping of head-on reflections" category="Material" /> - <Property name="ior" formalName="Index of Refraction" description="Angle at which fresnel reflection damping applies" min="0" max="1" default=".2" category="Material" /> - <Property name="bumpmap" formalName="Bump Map" description="Grayscale image simulating roughness in the lighting" type="Image" category="Material" /> - <Property name="normalmap" formalName="Normal Map" description="Special RGB image describing surface roughness" type="Image" category="Material" /> + <Property name="ior" formalName="Index of Refraction" description="Angle at which fresnel reflection damping\napplies" min="0" max="1" default=".2" category="Material" /> + <Property name="bumpmap" formalName="Bump Map" description="Grayscale image simulating roughness in the\nlighting" type="Image" category="Material" /> + <Property name="normalmap" formalName="Normal Map" description="Special RGB image describing surface\nroughness" type="Image" category="Material" /> <Property name="bumpamount" formalName="Bump Amount" description="Strength of bump/normal map effect" type="float" default=".5" category="Material" /> - <Property name="displacementmap" formalName="Displacement Map" description="Grayscale image used to offset vertices of the geometry" type="Image" category="Material" /> + <Property name="displacementmap" formalName="Displacement Map" description="Grayscale image used to offset vertices\nof the geometry" type="Image" category="Material" /> <Property name="displaceamount" formalName="Displacement Amount" description="Distance to offset vertices" type="float" default="20" category="Material" /> <Property name="opacity" formalName="Opacity" description="Visibility of the geometry for this material." min="0" max="100" default="100" category="Material" /> <Property name="opacitymap" formalName="Opacity Map" description="Image to vary the opacity across the material" type="Image" category="Material" /> <Property name="emissivecolor" formalName="Emissive Color" description="Color of self-illumination for this material" type="Color" default="1 1 1" category="Material" /> - <Property name="emissivepower" formalName="Emissive Power" description="Amount of self-illumination for this material (will not light other objects)" category="Material" /> - <Property name="emissivemap" formalName="Emissive Map" description="Image to vary the emissive power across the material" type="Image" category="Material" /> - <Property name="emissivemap2" formalName="Emissive Map 2" description="Second image to modulate the emissive power across the material" type="Image" category="Material" /> - <Property name="translucencymap" formalName="Translucency Map" description="Grayscale image controlling how much light can pass through the material from behind" type="Image" category="Material" /> - <Property name="translucentfalloff" formalName="Translucent Falloff" type="float" default="1" category="Material" /> - <Property name="diffuselightwrap" formalName="Diffuse Light Wrap" type="float" min='0.0' max='1.0' category="Material" /> + <Property name="emissivepower" formalName="Emissive Power" description="Amount of self-illumination for this material\n(will not light other objects)" category="Material" /> + <Property name="emissivemap" formalName="Emissive Map" description="Image to vary the emissive power across\nthe material" type="Image" category="Material" /> + <Property name="emissivemap2" formalName="Emissive Map 2" description="Second image to modulate the emissive power\nacross the material" type="Image" category="Material" /> + <Property name="translucencymap" formalName="Translucency Map" description="Grayscale image controlling how much light can\npass through the material from behind" type="Image" category="Material" /> + <Property name="translucentfalloff" formalName="Translucent Falloff" description="Translucent Falloff" type="float" default="1" category="Material" /> + <Property name="diffuselightwrap" formalName="Diffuse Light Wrap" description="Diffuse Light Wrap" type="float" min='0.0' max='1.0' category="Material" /> </Material> <ReferencedMaterial> <Property name="name" formalName="Name" type="String" default="Material" hidden="True" category="Material" /> @@ -270,7 +270,7 @@ <Property name="name" formalName="Name" type="String" default="Model" hidden="True" /> <Property name="sourcepath" formalName="Mesh" description="Geometry to use for this model" type="Mesh" /> <Property name="poseroot" hidden="True" type="Long" default="-1" /> - <Property name="tessellation" formalName="Tessellation Mode" description="Type of tessellation to subdivide the geometry" list="None:Linear:Phong:NPatch" default="None" /> + <Property name="tessellation" formalName="Tessellation Mode" description="Type of tessellation to subdivide\nthe geometry" list="None:Linear:Phong:NPatch" default="None" /> <Property name="edgetess" formalName="Edge Tessellation Value" description="Max Tessellation amount" min="1" max="64" default="4" /> <Property name="innertess" formalName="Inner Tessellation Value" description="Min Tessellation amount" min="1" max="64" default="4" /> </Model> @@ -300,8 +300,8 @@ <Property name="position" formalName="Position" description="Location in local space" type="Vector"/> <Property name="rotation" formalName="Rotation" description="Rotation around local axes" type="Rotation" /> <Property name="scale" formalName="Scale" description="Size adjustments along local axes" type="Vector" default="1 1 1" /> - <Property name="pivot" formalName="Pivot" description="Offset of the contents away from the local center" type="Vector" /> - <Property name="opacity" formalName="Opacity" description="How much the element (and its children) occlude items behind them" min="0" max="100" default="100" /> + <Property name="pivot" formalName="Pivot" description="Offset of the contents away from the\nlocal center" type="Vector" /> + <Property name="opacity" formalName="Opacity" description="How much the element (and its children)\nocclude items behind them" min="0" max="100" default="100" /> <Property name="rotationorder" formalName="Rotation Order" description="Rotation Order" list="XYZ:YZX:ZXY:XZY:YXZ:ZYX:XYZr:YZXr:ZXYr:XZYr:YXZr:ZYXr" default="YXZ" hidden="True"/> <Property name="orientation" formalName="Orientation" description="Orientation" list="Left Handed:Right Handed" default="Left Handed" hidden="True"/> <Property name="boneid" type="Long" hidden="True" default="-1" /> @@ -309,20 +309,20 @@ </Node> <Path> <Property name="name" formalName="Name" type="String" default="Path" hidden="True" /> - <Property name="opacity" formalName="Opacity" description="How much the element (and its children) occlude items behind them" min="0" max="100" default="100" /> + <Property name="opacity" formalName="Opacity" description="How much the element (and its children)\nocclude items behind them" min="0" max="100" default="100" /> <Property name="sourcepath" formalName="Path" description="Path data to use for this path" type="PathBuffer" /> <Property name='width' formalName="Stroke Width" description="The size of the stroke in local units" default='5'/> <Property name='pathtype' formalName='Path Type' description="The type of this path" list='Painted:Geometry' default='Painted' /> - <Property name='linearerror' formalName="CPU Limit" description="Amount of tessellation work done on the CPU before GPU tessellation is involved" default='1000'> + <Property name='linearerror' formalName="CPU Limit" description="Amount of tessellation work done on the\nCPU before GPU tessellation is involved" default='1000'> <ShowIfEqual property='pathtype' value='Geometry'/> </Property> - <Property name='edgetessamount' formalName="Edge Detail" description="Amount of GPU tessellation along the length of the path." default='8' min='1' max='64' > + <Property name='edgetessamount' formalName="Edge Detail" description="Amount of GPU tessellation along the\nlength of the path." default='8' min='1' max='64' > <ShowIfEqual property='pathtype' value='Geometry'/> </Property> - <Property name='innertessamount' formalName="Width Detail" description="Amount of GPU tessellation across the stroke of the path." default='1' min='1' max='64' > + <Property name='innertessamount' formalName="Width Detail" description="Amount of GPU tessellation across the\nstroke of the path." default='1' min='1' max='64' > <ShowIfEqual property='pathtype' value='Geometry'/> </Property> - <Property name='begincap' formalName="Begin Cap Style" description='Set this to "Taper" to finely taper the beginning of your stroke over a specified distance' list="None:Taper" default="None"> + <Property name='begincap' formalName="Begin Cap Style" description='Set this to "Taper" to finely\ntaper the beginning of your stroke over\na specified distance' list="None:Taper" default="None"> <ShowIfEqual property='pathtype' value='Geometry'/> </Property> <Property name='begincapoffset' formalName='Taper Length' description="Control the length of the taper" default='10'> @@ -337,7 +337,7 @@ <HideIfEqual property='pathtype' value='Painted'/> <ShowIfEqual property='begincap' value='Taper'/> </Property> - <Property name='endcap' formalName="End Cap Style" description='Set this to "Taper" to finely taper the end of your stroke over a specified distance' list="None:Taper" default="None"> + <Property name='endcap' formalName="End Cap Style" description='Set this to "Taper" to finely\ntaper the end of your stroke over a\nspecified distance' list="None:Taper" default="None"> <ShowIfEqual property='pathtype' value='Geometry'/> </Property> <Property name='endcapoffset' formalName='Taper Length' description="Control the length of the taper" default='10'> @@ -371,7 +371,7 @@ <Particle> <Property name="name" formalName="Name" type="String" default="Particle" hidden="True" /> <Property name="particletype" formalName="Particle Type" description="Type of particle System" list="Simple:Smoke:Cloud:Fluid:User" default="Cloud" /> - <Property name="opacity" formalName="Opacity" description="How much the element (and its children) occlude items behind them" min="0" max="100" default="100" /> + <Property name="opacity" formalName="Opacity" description="How much the element (and its children)\nocclude items behind them" min="0" max="100" default="100" /> <Property name="maxparticles" formalName="MaxParticle" description="Max count of particles" type="Long" min="0" max="1000000" default="100" /> <Property name="particlesize" formalName="ParticleSize" description="Render size of particle" min="0" default="1" /> <Property name="lifetime" formalName="Lifetime" description="Particle lifetime before it dies" min="-1" default="5"> @@ -383,7 +383,7 @@ </RenderPlugin> <Scene> <Property name="name" formalName="Name" type="String" default="Scene" hidden="True" /> - <Property name="bgcolorenable" formalName="Use Background" description="Clear the contents to a solid color before each frame?" type="Boolean" default="True" /> + <Property name="bgcolorenable" formalName="Use Background" description="Clear the contents to a solid color\nbefore each frame?" type="Boolean" default="True" /> <Property name="backgroundcolor" formalName="Background Color" description="Color to use for the background" type="Color" animatable="False" /> <Event name="onPressureDown" category="Gesture" /> <Event name="onPressureUp" category="Gesture" /> @@ -408,11 +408,11 @@ --> </Scene> <Slide> - <Property name="playmode" formalName="Play Mode" description="Action to take when reaching the end of all timebars on this slide" list="Stop at end:Looping:PingPong:Ping:Play Through To..." default="Stop at end" animatable="False" /> + <Property name="playmode" formalName="Play Mode" description="Action to take when reaching the end of\nall timebars on this slide" list="Stop at end:Looping:PingPong:Ping:Play Through To..." default="Stop at end" animatable="False" /> <Property name="playthroughto" formalName="Play Through To" description="Slide to go to after this one" type="StringListOrInt" list="Next:Previous" default="Next" animatable="False"> <ShowIfEqual property="playmode" value="Play Through To..."/> </Property> - <Property name="initialplaystate" formalName="Initial Play State" description="Do animations start when coming to this slide?" list="Play:Pause" default="Play" animatable="False" /> + <Property name="initialplaystate" formalName="Initial Play State" description="Do animations start when coming to\nthis slide?" list="Play:Pause" default="Play" animatable="False" /> </Slide> <SlideOwner> <Event name="onSlideEnter" category="Slide" description="Fired when the slide is changing" /> @@ -446,8 +446,8 @@ </Text> <DataInput> <Property name="name" formalName="Name" type="String" default="DataInput" hidden="True" /> - <Property name="timefrom" formalName="Time from" description="Datainput incoming value corresponding to playhead time zero" animatable="False" min="0" default="0"/> - <Property name="timeto" formalName="Time to" description="Datainput incoming value corresponding to playhead end" animatable="False" min="0" default="0" /> - <Property name="controlledelemprop" formalName="Controlled Element-Properties" type="MultiLineString" description ="Element/properties connected to this data input" animatable="False" /> + <Property name="timefrom" formalName="Time from" description="Datainput incoming value corresponding\nto playhead time zero" animatable="False" min="0" default="0"/> + <Property name="timeto" formalName="Time to" description="Datainput incoming value corresponding\nto playhead end" animatable="False" min="0" default="0" /> + <Property name="controlledelemprop" formalName="Controlled Element-Properties" type="MultiLineString" description ="Element/properties connected to this\ndata input" animatable="False" /> </DataInput> </MetaData> |