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Update Spatial material 3D page for Godot 4
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@@ -1,21 +1,22 @@
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.. _doc_standard_material_3d:
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Standard Material 3D
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====================
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Standard Material 3D and ORM Material 3D
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========================================
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Introduction
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------------
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``StandardMaterial3D`` is a default 3D material that aims to provide most of the features
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artists look for in a material, without the need for writing shader code. However,
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it can be converted to shader code if additional functionality is needed.
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``StandardMaterial3D`` and ``ORMMaterial3D`` (Occlusion, Roughness, Metallic)
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are default 3D materials that aim to provide most of the features artists look
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for in a material, without the need for writing shader code. However, they can
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be converted to shader code if additional functionality is needed.
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This tutorial explains most parameters present in ``StandardMaterial3D``.
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This tutorial explains the parameters present in both materials.
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There are three ways to add a ``StandardMaterial3D`` to an object. It can be added in
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There are 4 ways to add these materials to an object. A material can be added in
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the *Material* property of the mesh. It can be added in the *Material* property of
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the node using the mesh (such as a MeshInstance node), or in the *Material Override*
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property of the node using the mesh.
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the node using the mesh (such as a MeshInstance node), the *Material Override* property
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of the node using the mesh, and the *Material Overlay*.
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.. image:: img/add_material.png
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@@ -26,15 +27,25 @@ added in the *Material Override* property of the node, it will only be used by t
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It will also override the regular material property of the node and the material property of
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the mesh.
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Flags
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-----
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The *Material Overlay* property will render a material **over** the current one being used by
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the mesh. As an example, this can be used to put a transparent shield effect on a mesh.
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Spatial materials have many flags determining the general usage of a material.
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BaseMaterial 3D Settings
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------------------------
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StandardMaterial3D has many settings that determine the look of a material. All of these are
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under the BaseMaterial3D category
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.. image:: img/spatial_material1.png
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Transparent
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~~~~~~~~~~~
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ORM materials are almost exactly the same with one difference. Instead of separate settings
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and textures for occlusion, roughness, and metallic, there is a single ORM texture. The different
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color channels of that texture are used for each parameter. Programs such as Substance Painter
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and Armor Paint will give you the option to export in this format, for these two programs it's
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with the export preset for unreal engine, which also uses ORM textures.
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Transparency
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------------
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In Godot, materials are not transparent unless specifically configured to be.
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The main reason behind this is that transparent materials are rendered
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@@ -47,30 +58,88 @@ the materials unusable with many mid- and post-processing effects
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For this reason, materials in Godot are assumed opaque unless
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specified otherwise. The main settings that enable transparency are:
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* Transparent flag (this one)
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* Transparency (this one)
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* Blend mode set to other than "Mix"
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* Enabling distance or proximity fade
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Use Shadow to Opacity
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~~~~~~~~~~~~~~~~~~~~~
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When transparency other than ``0`` or ``1`` is not needed, it's possible to
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set a threshold to prevent the object from rendering semi-transparent pixels
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using the alpha scissor option.
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Lighting modifies the alpha so shadowed areas are opaque and non-shadowed
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areas are transparent. Useful for overlaying shadows onto a camera feed in AR.
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.. image:: img/spatial_material12.png
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Unshaded
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~~~~~~~~
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This renders the object via the opaque pipeline when opaque pre-pass is on,
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which is faster and allows it to use mid- and post-process effects such as
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SSAO, SSR, etc.
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In most cases it is common for materials to be affected by lighting (shaded).
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Blend Mode
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~~~~~~~~~~
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However, in some cases you might want to show just the albedo (color) and
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ignore the rest. Toggling this flag on will remove all shading and display
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pure, unlit color.
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Controls the blend mode for the material. Keep in mind that any mode
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other than *Mix* forces the object to go through the transparent pipeline.
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.. image:: img/spatial_material26.png
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* **Mix:** Default blend mode, alpha controls how much the object is visible.
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* **Add:** The final color of the object is added to the color of the screen,
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nice for flares or some fire-like effects.
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* **Sub:** The final color of the object is subtracted from the color of the
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screen.
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* **Mul:** The final color of the object is multiplied with the color of the
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screen.
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Vertex Lighting
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.. image:: img/spatial_material8.png
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Cull Mode
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~~~~~~~~~
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Determines which side of the object is not drawn when backfaces are rendered:
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* **Back:** The back of the object is culled when not visible (default).
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* **Front:** The front of the object is culled when not visible.
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* **Disabled:** Used for objects that are double-sided (no culling is performed).
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|
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.. note::
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|
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By default, Blender has backface culling disabled on materials and will
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export materials to match how they render in Blender. This means that
|
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materials in Godot will have their cull mode set to **Disabled**. This can
|
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decrease performance since backfaces will be rendered, even when they are
|
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being culled by other faces. To resolve this, enable **Backface Culling** in
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Blender's Materials tab, then export the scene to glTF again.
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Depth Draw Mode
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~~~~~~~~~~~~~~~
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Specifies when depth rendering must take place.
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* **Opaque Only (default):** Depth is only drawn for opaque objects.
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* **Always:** Depth draw is drawn for both opaque and transparent objects.
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* **Never:** No depth draw takes place
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(do not confuse this with the No Depth Test option above).
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* **Depth Pre-Pass:** For transparent objects, an opaque pass is made first
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with the opaque parts, then transparency is drawn above.
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Use this option with transparent grass or tree foliage.
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.. image:: img/material_depth_draw.png
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No Depth Test
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~~~~~~~~~~~~~
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In order for close objects to appear over far away objects, depth testing
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is performed. Disabling it has the result of objects appearing over
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(or under) everything else.
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Disabling this makes the most sense for drawing indicators in world space,
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and works very well with the *Render Priority* property of Material
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(see the bottom of this page).
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.. image:: img/spatial_material3.png
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Shading
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-------
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Shading mode
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~~~~~~~~~~~~
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Godot has a more or less uniform cost per pixel thanks to depth pre-pass. All
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lighting calculations are made by running the lighting shader on every pixel.
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@@ -87,83 +156,10 @@ can considerably increase rendering performance.
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Keep in mind that when vertex lighting is enabled, only directional lighting
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can produce shadows (for performance reasons).
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No Depth Test
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~~~~~~~~~~~~~
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However, in some cases you might want to show just the albedo (color) and
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ignore the rest. To do this you can set the shading mode to unshaded
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|
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In order for close objects to appear over far away objects, depth testing
|
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is performed. Disabling it has the result of objects appearing over
|
||||
(or under) everything else.
|
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|
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Disabling this makes the most sense for drawing indicators in world space,
|
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and works very well with the *Render Priority* property of Material
|
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(see the bottom of this page).
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.. image:: img/spatial_material3.png
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Use Point Size
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~~~~~~~~~~~~~~~
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This option is only effective when the geometry rendered is made of points
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(generally it's made of triangles when imported from 3D DCCs). If so, then
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those points can be resized (see below).
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World Triplanar
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~~~~~~~~~~~~~~~
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When using triplanar mapping (see below, in the UV1 and UV2 settings),
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triplanar is computed in object local space. This option makes triplanar work
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in world space.
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Fixed Size
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~~~~~~~~~~
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This causes the object to be rendered at the same size no matter the distance.
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This is useful mostly for indicators (no depth test and high render priority)
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and some types of billboards.
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Do Not Receive Shadows
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~~~~~~~~~~~~~~~~~~~~~~
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Makes the object not receive any kind of shadow that would otherwise
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be cast onto it.
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Disable Ambient Light
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~~~~~~~~~~~~~~~~~~~~~
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Makes the object not receive any kind of ambient lighting that would
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otherwise light it.
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Ensure Correct Normals
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~~~~~~~~~~~~~~~~~~~~~~
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Fixes normals when non-uniform scaling is used.
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Vertex Color
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------------
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This setting allows choosing what is done by default to vertex colors that come
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from your 3D modelling application. By default, they are ignored.
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.. image:: img/spatial_material4.png
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Use as Albedo
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~~~~~~~~~~~~~
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Choosing this option means vertex color is used as albedo color.
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Is sRGB
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~~~~~~~
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Most 3D DCCs will likely export vertex colors as sRGB, so toggling this
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option on will help them look correct.
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Parameters
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-----------
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``StandardMaterial3D`` also has several configurable parameters to tweak
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many aspects of the rendering:
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.. image:: img/spatial_material5.png
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.. image:: img/spatial_material26.png
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Diffuse Mode
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~~~~~~~~~~~~
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@@ -200,119 +196,33 @@ represents the shape of a light source reflected in the object.
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.. image:: img/spatial_material7.png
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Blend Mode
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~~~~~~~~~~
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Disable Ambient Light
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~~~~~~~~~~~~~~~~~~~~~
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|
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Controls the blend mode for the material. Keep in mind that any mode
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other than *Mix* forces the object to go through the transparent pipeline.
|
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Makes the object not receive any kind of ambient lighting that would
|
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otherwise light it.
|
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|
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* **Mix:** Default blend mode, alpha controls how much the object is visible.
|
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* **Add:** Object is blended additively, nice for flares or some
|
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fire-like effects.
|
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* **Sub:** Object is subtracted.
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* **Mul:** Object is multiplied.
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Vertex Color
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------------
|
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|
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.. image:: img/spatial_material8.png
|
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This setting allows choosing what is done by default to vertex colors that come
|
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from your 3D modelling application. By default, they are ignored.
|
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|
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Cull Mode
|
||||
~~~~~~~~~
|
||||
.. image:: img/spatial_material4.png
|
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|
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Determines which side of the object is not drawn when backfaces are rendered:
|
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Use as Albedo
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
* **Back:** The back of the object is culled when not visible (default).
|
||||
* **Front:** The front of the object is culled when not visible.
|
||||
* **Disabled:** Used for objects that are double-sided (no culling is performed).
|
||||
Choosing this option means vertex color is used as albedo color.
|
||||
|
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.. note::
|
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Is sRGB
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~~~~~~~
|
||||
|
||||
By default, Blender has backface culling disabled on materials and will
|
||||
export materials to match how they render in Blender. This means that
|
||||
materials in Godot will have their cull mode set to **Disabled**. This can
|
||||
decrease performance since backfaces will be rendered, even when they are
|
||||
being culled by other faces. To resolve this, enable **Backface Culling** in
|
||||
Blender's Materials tab, then export the scene to glTF again.
|
||||
|
||||
Depth Draw Mode
|
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~~~~~~~~~~~~~~~
|
||||
|
||||
Specifies when depth rendering must take place.
|
||||
|
||||
* **Opaque Only (default):** Depth is only drawn for opaque objects.
|
||||
* **Always:** Depth draw is drawn for both opaque and transparent objects.
|
||||
* **Never:** No depth draw takes place
|
||||
(do not confuse this with the No Depth Test option above).
|
||||
* **Depth Pre-Pass:** For transparent objects, an opaque pass is made first
|
||||
with the opaque parts, then transparency is drawn above.
|
||||
Use this option with transparent grass or tree foliage.
|
||||
|
||||
.. image:: img/material_depth_draw.png
|
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|
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Line Width
|
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~~~~~~~~~~
|
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|
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When drawing lines, specify the width of the lines being drawn.
|
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This option is not available on most modern hardware.
|
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|
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Point Size
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~~~~~~~~~~
|
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|
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When drawing points, specify the point size in pixels.
|
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|
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Billboard Mode
|
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~~~~~~~~~~~~~~
|
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|
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Enables billboard mode for drawing materials. This controls how the object
|
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faces the camera:
|
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|
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* **Disabled:** Billboard mode is disabled.
|
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* **Enabled:** Billboard mode is enabled, the object's -Z axis will always
|
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face the camera.
|
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* **Y-Billboard:** The object's X axis will always be aligned with the camera.
|
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* **Particles:** Most suited for particle systems, because it allows
|
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specifying animation options.
|
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|
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.. image:: img/spatial_material9.png
|
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|
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The above options are only enabled for Particle Billboard.
|
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|
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Billboard Keep Scale
|
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~~~~~~~~~~~~~~~~~~~~
|
||||
|
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Enables scaling a mesh in billboard mode.
|
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|
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Grow
|
||||
~~~~
|
||||
|
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Grows the object vertices in the direction pointed by their normals:
|
||||
|
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.. image:: img/spatial_material10.png
|
||||
|
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This is commonly used to create cheap outlines. Add a second material pass,
|
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make it black and unshaded, reverse culling (Cull Front), and add some grow:
|
||||
|
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.. image:: img/spatial_material11.png
|
||||
|
||||
|
||||
Use Alpha Scissor
|
||||
~~~~~~~~~~~~~~~~~
|
||||
|
||||
When transparency other than ``0`` or ``1`` is not needed, it's possible to
|
||||
set a threshold to prevent the object from rendering semi-transparent pixels.
|
||||
|
||||
.. image:: img/spatial_material12.png
|
||||
|
||||
This renders the object via the opaque pipeline, which is faster and allows it
|
||||
to use mid- and post-process effects such as SSAO, SSR, etc.
|
||||
|
||||
Material colors, maps and channels
|
||||
----------------------------------
|
||||
|
||||
Besides the parameters, what defines materials themselves are the colors,
|
||||
textures, and channels. Godot supports an extensive list of them. They are
|
||||
described in detail below:
|
||||
Most 3D DCCs will likely export vertex colors as sRGB, so toggling this
|
||||
option on will help them look correct.
|
||||
|
||||
Albedo
|
||||
~~~~~~
|
||||
------
|
||||
|
||||
*Albedo* is the base color for the material, on which all the other settings
|
||||
operate. When set to *Unshaded*, this is the only color that is visible. In
|
||||
@@ -327,7 +237,7 @@ object transparency. If you use a color or texture with *alpha channel*,
|
||||
make sure to either enable transparency or *alpha scissoring* for it to work.
|
||||
|
||||
Metallic
|
||||
~~~~~~~~
|
||||
--------
|
||||
|
||||
Godot uses a metallic model over competing models due to its simplicity.
|
||||
This parameter defines how reflective the material is. The more reflective, the
|
||||
@@ -344,7 +254,7 @@ material completely unreflective, just like in real life.
|
||||
.. image:: img/spatial_material13.png
|
||||
|
||||
Roughness
|
||||
~~~~~~~~~
|
||||
---------
|
||||
|
||||
*Roughness* affects the way reflection happens. A value of ``0`` makes it a
|
||||
perfect mirror while a value of ``1`` completely blurs the reflection (simulating
|
||||
@@ -354,7 +264,7 @@ the right combination of *Metallic* and *Roughness*.
|
||||
.. image:: img/spatial_material14.png
|
||||
|
||||
Emission
|
||||
~~~~~~~~
|
||||
--------
|
||||
|
||||
*Emission* specifies how much light is emitted by the material (keep in mind this
|
||||
does not include light surrounding geometry unless :ref:`doc_gi_probes` are used).
|
||||
@@ -364,7 +274,7 @@ lighting in the scene.
|
||||
.. image:: img/spatial_material15.png
|
||||
|
||||
Normal map
|
||||
~~~~~~~~~~
|
||||
----------
|
||||
|
||||
Normal mapping allows you to set a texture that represents finer shape detail.
|
||||
This does not modify geometry, only the incident angle for light. In Godot,
|
||||
@@ -385,7 +295,7 @@ and wider compatibility.
|
||||
`here <http://wiki.polycount.com/wiki/Normal_Map_Technical_Details>`__.
|
||||
|
||||
Rim
|
||||
~~~
|
||||
---
|
||||
|
||||
Some fabrics have small micro-fur that causes light to scatter around it. Godot
|
||||
emulates this with the *Rim* parameter. Unlike other rim lighting implementations,
|
||||
@@ -400,18 +310,16 @@ rim. If *Tint* is ``1``, then the albedo of the material is used. Using
|
||||
intermediate values generally works best.
|
||||
|
||||
Clearcoat
|
||||
~~~~~~~~~
|
||||
---------
|
||||
|
||||
*This feature is only available when using the GLES3 backend.*
|
||||
|
||||
The *Clearcoat* parameter is used to add a secondary pass of transparent coat
|
||||
to the material. This is common in car paint and toys. In practice, it's a
|
||||
smaller specular blob added on top of the existing material.
|
||||
|
||||
Anisotropy
|
||||
~~~~~~~~~~
|
||||
----------
|
||||
|
||||
*This feature is only available when using the GLES3 backend.*
|
||||
|
||||
This changes the shape of the specular blob and aligns it to tangent space.
|
||||
Anisotropy is commonly used with hair, or to make materials such as brushed
|
||||
@@ -420,7 +328,7 @@ aluminum more realistic. It works especially well when combined with flowmaps.
|
||||
.. image:: img/spatial_material18.png
|
||||
|
||||
Ambient Occlusion
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
-----------------
|
||||
|
||||
It is possible to specify a baked ambient occlusion map. This map affects how
|
||||
much ambient light reaches each surface of the object (it does not affect direct
|
||||
@@ -430,10 +338,9 @@ AO map. It is recommended to bake ambient occlusion whenever possible.
|
||||
|
||||
.. image:: img/spatial_material19.png
|
||||
|
||||
Depth
|
||||
~~~~~
|
||||
Height
|
||||
------
|
||||
|
||||
*This feature is only available when using the GLES3 backend.*
|
||||
|
||||
Setting a depth map on a material produces a ray-marched search to emulate the
|
||||
proper displacement of cavities along the view direction. This is not real
|
||||
@@ -444,9 +351,8 @@ but it produces a realistic depth effect for textures. For best results,
|
||||
.. image:: img/spatial_material20.png
|
||||
|
||||
Subsurface Scattering
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
---------------------
|
||||
|
||||
*This feature is only available when using the GLES3 backend.*
|
||||
|
||||
This effect emulates light that penetrates an object's surface, is scattered,
|
||||
and then comes out. It is useful to create realistic skin, marble, colored
|
||||
@@ -454,19 +360,16 @@ liquids, etc.
|
||||
|
||||
.. image:: img/spatial_material21.png
|
||||
|
||||
Transmission
|
||||
~~~~~~~~~~~~
|
||||
Back Lighting
|
||||
-------------
|
||||
|
||||
This controls how much light from the lit side (visible to light) is transferred
|
||||
to the dark side (opposite from the light). This works well for thin objects
|
||||
such as plant leaves, grass, human ears, etc.
|
||||
|
||||
.. image:: img/spatial_material22.png
|
||||
|
||||
Refraction
|
||||
~~~~~~~~~~~
|
||||
----------
|
||||
|
||||
*This feature is only available when using the GLES3 backend.*
|
||||
|
||||
When refraction is enabled, it supersedes alpha blending, and Godot attempts to
|
||||
fetch information from behind the object being rendered instead. This allows
|
||||
@@ -475,7 +378,7 @@ distorting the transparency in a way similar to refraction in real life.
|
||||
.. image:: img/spatial_material23.png
|
||||
|
||||
Detail
|
||||
~~~~~~
|
||||
------
|
||||
|
||||
Godot allows using secondary albedo and normal maps to generate a detail
|
||||
texture, which can be blended in many ways. By combining this with secondary
|
||||
@@ -516,7 +419,7 @@ 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
|
||||
~~~~~~~~~~~~
|
||||
-----------
|
||||
|
||||
Godot supports two UV channels per material. Secondary UV is often useful for
|
||||
ambient occlusion or emission (baked light). UVs can be scaled and offset,
|
||||
@@ -535,6 +438,110 @@ world triplanar, so the brick texture continues smoothly between them.
|
||||
|
||||
.. image:: img/spatial_material25.png
|
||||
|
||||
World Triplanar
|
||||
~~~~~~~~~~~~~~~
|
||||
|
||||
When using triplanar mapping, it is computed in object local space. This
|
||||
option makes it use world space instead.
|
||||
|
||||
Sampling
|
||||
--------
|
||||
|
||||
Filter
|
||||
~~~~~~
|
||||
|
||||
The filtering method for the textures used by the material. See :ref:`this page<class_BaseMaterial3D_property_texture_filter>`
|
||||
for a full list of options and their description.
|
||||
|
||||
Repeat
|
||||
~~~~~~
|
||||
|
||||
if the textures used by the material repeat, and how they repeat. See :ref:`this page<class_BaseMaterial3D_property_texture_repeat>`
|
||||
for a full list of options and their description.
|
||||
|
||||
Shadows
|
||||
-------
|
||||
|
||||
Do Not Receive Shadows
|
||||
~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Makes the object not receive any kind of shadow that would otherwise
|
||||
be cast onto it.
|
||||
|
||||
Use Shadow to Opacity
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Lighting modifies the alpha so shadowed areas are opaque and non-shadowed
|
||||
areas are transparent. Useful for overlaying shadows onto a camera feed in AR.
|
||||
|
||||
Billboard
|
||||
---------
|
||||
|
||||
Billboard Mode
|
||||
~~~~~~~~~~~~~~
|
||||
|
||||
Enables billboard mode for drawing materials. This controls how the object
|
||||
faces the camera:
|
||||
|
||||
* **Disabled:** Billboard mode is disabled.
|
||||
* **Enabled:** Billboard mode is enabled, the object's -Z axis will always
|
||||
face the camera.
|
||||
* **Y-Billboard:** The object's X axis will always be aligned with the camera.
|
||||
* **Particles:** Most suited for particle systems, because it allows
|
||||
specifying animation options.
|
||||
|
||||
.. image:: img/spatial_material9.png
|
||||
|
||||
The above options are only enabled for Particle Billboard.
|
||||
|
||||
Billboard Keep Scale
|
||||
~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Enables scaling a mesh in billboard mode.
|
||||
|
||||
Grow
|
||||
----
|
||||
|
||||
Grows the object vertices in the direction pointed by their normals:
|
||||
|
||||
.. image:: img/spatial_material10.png
|
||||
|
||||
This is commonly used to create cheap outlines. Add a second material pass,
|
||||
make it black and unshaded, reverse culling (Cull Front), and add some grow:
|
||||
|
||||
.. image:: img/spatial_material11.png
|
||||
|
||||
Transform
|
||||
---------
|
||||
|
||||
Fixed Size
|
||||
~~~~~~~~~~
|
||||
|
||||
This causes the object to be rendered at the same size no matter the distance.
|
||||
This is useful mostly for indicators (no depth test and high render priority)
|
||||
and some types of billboards.
|
||||
|
||||
Use Point Size
|
||||
~~~~~~~~~~~~~~~
|
||||
|
||||
This option is only effective when the geometry rendered is made of points
|
||||
(generally it's made of triangles when imported from 3D DCCs). If so, then
|
||||
those points can be resized (see below).
|
||||
|
||||
Point Size
|
||||
~~~~~~~~~~
|
||||
|
||||
When drawing points, specify the point size in pixels.
|
||||
|
||||
Transmission
|
||||
~~~~~~~~~~~~
|
||||
|
||||
This controls how much light from the lit side (visible to light) is transferred
|
||||
to the dark side (opposite from the light). This works well for thin objects
|
||||
such as plant leaves, grass, human ears, etc.
|
||||
|
||||
.. image:: img/spatial_material22.png
|
||||
|
||||
Proximity and Distance Fade
|
||||
---------------------------
|
||||
|
||||
@@ -555,9 +562,18 @@ To hide a character when they get too close to the camera, consider using
|
||||
**Pixel Dither** or better, **Object Dither** (which is even faster than
|
||||
**Pixel Dither**).
|
||||
|
||||
Material Settings
|
||||
-----------------
|
||||
|
||||
Render priority
|
||||
---------------
|
||||
|
||||
The rendering order of objects can be changed, although this is mostly
|
||||
useful for transparent objects (or opaque objects that perform depth draw
|
||||
but no color draw, such as cracks on the floor).
|
||||
|
||||
Next Pass
|
||||
---------
|
||||
|
||||
Sets the material to be used for the next pass. This renders the object
|
||||
again with a different material.
|
||||
|
||||
Reference in New Issue
Block a user