diff options
author | Mats Honkamaa <mats.honkamaa@qt.io> | 2019-03-07 15:50:00 +0200 |
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committer | Mats Honkamaa <mats.honkamaa@qt.io> | 2019-03-08 09:23:36 +0000 |
commit | 4fe82709aceceae1037c870d460acb73b05f5d6a (patch) | |
tree | b1469037c1ffdc604389da2af559d5e8b3f3eb7a | |
parent | 84173fd471d83dd6c8db9734f1a2809d60b5a76b (diff) |
Improve texture documentation
There was some information about textures under the Importing 3D Assets
page. A lot of this information is already in other parts of the
documentation so I removed those parts. Other parts were moved to
material documentation where it belongs.
Task-number: QT3DS-2494
Change-Id: Ia09019fabf0e388f209ae0de065a2c6331599d1b
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io>
-rw-r--r-- | doc/src/10-best-practices/60-importing-3d-content.qdoc | 100 | ||||
-rw-r--r-- | doc/src/materials-shaders.qdoc | 14 |
2 files changed, 12 insertions, 102 deletions
diff --git a/doc/src/10-best-practices/60-importing-3d-content.qdoc b/doc/src/10-best-practices/60-importing-3d-content.qdoc index 00a10fe3..54585f71 100644 --- a/doc/src/10-best-practices/60-importing-3d-content.qdoc +++ b/doc/src/10-best-practices/60-importing-3d-content.qdoc @@ -227,106 +227,6 @@ powers of two texture maps include 32X32, 64X64, 128X128, 512X512, 128X1024. Dimensions do not have to be square but they should be powers of two. -\section3 Materials Inspector palette properties - -Materials are found parented to a mesh object in the timeline. The image -below describes the hierarchy of meshes, materials and texture maps: - -\image 3D_Content/timeline_material.png - -\list -\li - \b{A}: Mesh object -\li - \b{B}: Material -\li - \b{C}: Texture map -\endlist - -When a material is selected, the Inspector palette lists properties -relevant to editing the material. - -The animation toggle is associated with animatable properties. - -\image 3D_Content/Materials_InspectorPalette.png - -\list -\li - \b{Lighting}: Vertex, Pixel. Per pixel lighting mode is used - primarily for materials that utilize Specular Amount and Specular - Roughness. Vertex lighting is the default. -\li - \b{Blending Mode}: Normal, Screen, Multiply, Overlay. Setting the - Blend Mode to Screen will result in an additive type effect. Multiply - and Overlay are similar to what is found in most photo editing - programs. The default is Normal blending which yields no special - effect. -\li - \b{Diffuse Color}: Change the diffuse color of your material. - There are predefined swatches and a custom color palette where - specific RGB values can be input. -\li - \b{Diffuse Map}: This channel UV maps a bitmap image onto a - material's surface. -\endlist - -Add texture maps to any channel by clicking on the channel -slot and choosing an image from the pop-up menu. This menu displays all -supported images in your project directory. - -\image 3D_Content/texture_selection.png - -\list -\li - \b{Emissive Power}: The default value is zero. Increasing - the emissive power causes the material to become luminous. At 100\% - emissive, lights will not have an effect on your material. -\li - \b{Emissive Map}: Control the amount and location of the emissive - value with a texture map. -\li - \b{Specular Reflection}: When a map is assigned to this channel, - it is environmentally mapped to the surface and treated as a - reflection. -\li - \b{Specular Amount}: With per pixel lighting turned on, this - setting adjusts the specular amount of a material surface. -\li - \b{Specular Roughness}: Controls the spread and falloff of the - specular appearance. -\li - \b{Opacity}: Controls the general opacity of the material. -\li - \b{Opacity Map}: Adding a texture map to this channel controls - the amount and location of opacity on a material. -\endlist - -\section3 Texture map Inspector palette properties - -With a texture map selected in the timeline, the inspector palette will -display the following properties: - -\image 3D_Content/texture_inspectorPalette.png - -The animation toggle is associated with animatable properties. - -\list -\li - \b{A}: U and V repeat. These properties adjust the texture map's - repeat values in U and V space. Default is set to 1. -\li - \b{B}: Sets the texture mapping mode to either UV Mapping or - Environmental Mapping. -\li - \b{C}: U and V tiling. Sets the texture map to either tile or not - tile (repeat) in either U or V direction. Default is set to No Tiling. -\li - \b{D}: UV Rotation, U and V position, U and V pivot. These - properties allow for transforming a texture map in U and V space. To - rotate a texture map about its center, set the U and V positions to - -.500 and the U and V pivot to .500. -\endlist - \section3 Adding Fonts and Using Text in Studio In order to use text in Studio, fonts need to be added to the fonts diff --git a/doc/src/materials-shaders.qdoc b/doc/src/materials-shaders.qdoc index 0c4607cc..c361bcbe 100644 --- a/doc/src/materials-shaders.qdoc +++ b/doc/src/materials-shaders.qdoc @@ -130,8 +130,10 @@ To edit a material, do one of the following: Select a material slot in the scene graph, where the material is applied. \endlist -Now, edit the desired properties in the inspector palette. Changes to the properties are immediate, -you do not need to save. +Now, edit the desired properties in the inspector palette. For a description of all material +properties, see the +\l{Studio: Inspector Palette#Material Properties}{inspector palette section}. +Changes to the properties are immediate, you do not need to save. \section3 Working with Texture Maps @@ -143,6 +145,14 @@ material in the scene graph. When you drop the image on the material, you can se of map you want to apply the image as. \image set-texture-map.png +To edit a texture map, right-click the map property name in the inspector palette and select +\uicontrol {Open in Inspector} from the context menu. +\image material-open-in-inspector.png + +For a description of all image map +properties, see the +\l{Studio: Inspector Palette#Image Properties}{inspector palette section}. + \section2 Animatable Materials You can create keyframe animations to material properties. To do this, you need to use a material of \e {animatable material} type. |