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authorMats Honkamaa <mats.honkamaa@qt.io>2018-05-18 14:57:21 +0300
committerMats Honkamaa <mats.honkamaa@qt.io>2018-05-21 05:10:01 +0000
commit3dbcec2a700dfa871e3b7423a4e45e452c36c62b (patch)
tree07438dd5b760fe27a1e334541aeb8ce24e39cee6 /doc
parentcd4d63f42b2f463cee2abb050e7db4b25c853771 (diff)
Document missing properties for standard material
Added description of the properties for standard materials that was missing. Task-number: QT3DS-1682 Change-Id: I7b973951751be243ec231ac7ec06d860ca6cd337 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io> Reviewed-by: Antti Määttä <antti.maatta@qt.io> Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Diffstat (limited to 'doc')
-rw-r--r--doc/src/03-studio/7-inspector-palette.qdoc47
1 files changed, 30 insertions, 17 deletions
diff --git a/doc/src/03-studio/7-inspector-palette.qdoc b/doc/src/03-studio/7-inspector-palette.qdoc
index 9d75659b..07492320 100644
--- a/doc/src/03-studio/7-inspector-palette.qdoc
+++ b/doc/src/03-studio/7-inspector-palette.qdoc
@@ -721,6 +721,8 @@ material, chosen in the top-most property:
of specularity across the surface of the material. These values are
multiplied by the Specular Amount.
\li
+ \b{Specular Model} - Equation to use when calculating specular highlights for CG lights.
+\li
\b{Specular Roughness} - Controls the size of the specular
highlight generated from lights, and the clarity of reflections in
general. Larger values increase the roughness, softening specular
@@ -761,9 +763,7 @@ material, chosen in the top-most property:
\b{Displacement Map}\target material-properties\_displacement-map
- A grayscale image used to offset the vertices of geometry across the
- surface of the material. Brighter pixels indicate raised regions. The
- amount of the effect is controlled by the Displacement Amount
- property.
+ surface of the material. Brighter pixels indicate raised regions.
\list
\li
\e{Tip: Displacement maps require vertices to offset. If your model
@@ -776,6 +776,26 @@ material, chosen in the top-most property:
want to also add a matching bump map or normal map to your material.}
\endlist
\li
+ \b{Displacement Amount} - Controls the offset amount for the displacement map.
+\li
+ \b{Opacity} - Drop the opacity of just this material, separate
+ from the model.
+\list
+\li
+ Note: Setting the opacity of a \e{model} very low (below 1\% or
+ less) will prevent it from receiving touch events, but setting the
+ opacity of its \e{material} very low still allows touch events to
+ occur.
+\endlist
+\li
+ \b{Opacity Map} - An image map used to control the opacity
+ differently for different parts of the material. Note that you must
+ use an image format with transparency (e.g. a 32-bit PNG, or a DDS
+ with an alpha portion) for the opacity to be applied. You cannot use a
+ grayscale PNG file, for example, to control the opacity.
+\li
+ \b{Emissive Color} - Color of self-illumination for this material.
+\li
\b{Emissive Power} - The amount of self-illumination from the
material. In a scene with black ambient lighting a material with 0
emissive power will appear black wherever the light does not shine on
@@ -788,26 +808,19 @@ material, chosen in the top-most property:
mode to} \c{None} \e{for a performance benefit.}
\endlist
\li
- \b{Emissive Map} - An image map used to set the emissive power
+ \b{Emissive Map/2} - An image map used to set the emissive power
for different parts of the material. Using a grayscale image will not
affect the color of the result, while using a color image will produce
glowing regions with the color affected by the emissive map.
\li
- \b{Opacity} - Drop the opacity of just this material, separate
- from the model.
-\list
+ \b{Translucency Map} - Grayscale image controlling how much light can pass through the material
+ from behind.
\li
- Note: Setting the opacity of a \e{model} very low (below 1\% or
- less) will prevent it from receiving touch events, but setting the
- opacity of its \e{material} very low still allows touch events to
- occur.
-\endlist
+ \b{Translucent Falloff} - The amount of falloff for the translucency based on the angle of the
+ normals of the object to the light source.
\li
- \b{Opacity Map} - An image map used to control the opacity
- differently for different parts of the material. Note that you must
- use an image format with transparency (e.g. a 32-bit PNG, or a DDS
- with an alpha portion) for the opacity to be applied. You cannot use a
- grayscale PNG file, for example, to control the opacity.
+ \b{Diffuse Light Wrap} - The amount of light wrap for the translucency map. A value of 0 will not
+ wrap the light at all while a value of 1 will wrap the light all around the object.
\endlist
Note that the Runtime custom-compiles shaders for each unique
combination of material properties used. Each additional material