tutorials/3d/standard_material_3d #67
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Just some notes: I believe that the "Mul" blend mode should be half brightness with the gray background. The normal map example image has the wrong lighting direction on it - I'm imaging as a result of the normal map's Y axis being flipped the wrong way. The light appears to be shining from the left instead of from the right, where it actually is. The Grow parameter's example image should be created with a mesh that shares vertices between triangles, instead of a flat-shaded mesh (where each triangle has its own vertices), to properly demonstrate a mesh inflating. I can't imagine anybody would use the Grow parameter on a flat-shaded mesh like the example is showing, with gaps between faces. That's also why it doesn't do a proper job of creating a black outline on the following example image, like it is intended to. Maybe a note could be included stating that it's not meant for flat-shaded meshes. The rest looks good! :] |
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tutorials/3d/standard_material_3d
Introduction: StandardMaterial3D and ORMMaterial3D(Occlusion, Roughness, Metallic) are default 3D materials that aim to provide most of the features artists look for in a material, without the need...
https://docs.godotengine.org/en/stable/tutorials/3d/standard_material_3d.html
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