updated description of metallic in SpatialMaterial

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clayjohn 2020-02-10 14:09:41 -08:00 committed by Rémi Verschelde
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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]. If [code]true[/code], triplanar mapping is calculated in world space rather than object local space. See also [member uv1_triplanar].
</member> </member>
<member name="metallic" type="float" setter="set_metallic" getter="get_metallic" default="0.0"> <member name="metallic" type="float" setter="set_metallic" getter="get_metallic" default="0.0">
The reflectivity of the object's surface. The higher the value, the more light is reflected. 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].
</member> </member>
<member name="metallic_specular" type="float" setter="set_specular" getter="get_specular" default="0.5"> <member name="metallic_specular" type="float" setter="set_specular" getter="get_specular" default="0.5">
Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources. Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources.