updated description of metallic in SpatialMaterial
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If [code]true[/code], triplanar mapping is calculated in world space rather than object local space. See also [member uv1_triplanar].
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</member>
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<member name="metallic" type="float" setter="set_metallic" getter="get_metallic" default="0.0">
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The reflectivity of the object's surface. The higher the value, the more light is reflected.
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A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between [code]0[/code] and [code]1[/code] should only be used for blending between metal and non-metal sections. To alter the amount of reflection use [member roughness].
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</member>
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<member name="metallic_specular" type="float" setter="set_specular" getter="get_specular" default="0.5">
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Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources.
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