Merge pull request #3389 from skyace65/DetailTexture

Add information on detail section of spatial material
This commit is contained in:
Rémi Verschelde
2020-04-17 18:57:40 +02:00
committed by GitHub

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@@ -462,6 +462,38 @@ UV or triplanar modes, many interesting textures can be achieved.
.. image:: img/spatial_material24.png
There are several settings that control how detail is used.
Mask: The detail mask is a black and white image used to control where the
blending takes place on a texture. White is for the detail textures, Black
is for the regular material textures, different shades of gray are for
partial blending of the material textures and detail textures.
Blend Mode: These four modes control how the textures are blended together.
- Mix: Combines pixel values of both textures. At black, only show the material texture,
at white, only show the detail texture. Values of gray create a smooth blend between
the two.
- Add: Adds pixel values of one Texture with the other. Unlike mix mode
both textures are completely mixed at white parts of a mask and not at gray
parts. The original texture is mostly unchanged at black
- Sub: Subtracts pixel values of one texture with the other. The second
texture is completely subtracted at white parts of a mask with only a little
subtraction in black parts, gray parts being different levels of subtraction
based on the exact texture.
- Mul: Multiplies the RGB channel numbers for each pixel from the top texture
with the values for the corresponding pixel from the bottom texture.
Albedo: This is where you put an albedo texture you want to blend. If nothing
is in this slot it will be interpreted as white by default.
Normal: This is where you put a normal texture you want to blend. If nothing is
in this slot it will be interpreted as a flat normal map. This can still be used
even if the material does not have normal map enabled.
UV1 and UV2
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