diff options
author | Mats Honkamaa <mats.honkamaa@qt.io> | 2018-05-18 14:57:21 +0300 |
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committer | Mats Honkamaa <mats.honkamaa@qt.io> | 2018-05-21 05:10:01 +0000 |
commit | 3dbcec2a700dfa871e3b7423a4e45e452c36c62b (patch) | |
tree | 07438dd5b760fe27a1e334541aeb8ce24e39cee6 /doc | |
parent | cd4d63f42b2f463cee2abb050e7db4b25c853771 (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.qdoc | 47 |
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 |