Update standard_material_3d.rst to Godot 4 (#9641)

* Depth renamed to Height in Standard Material 3D
This commit is contained in:
cakepie
2024-08-02 06:11:09 +08:00
committed by GitHub
parent 25e2ae64aa
commit f9f9b69313

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@@ -455,12 +455,13 @@ AO map. It is recommended to bake ambient occlusion whenever possible.
Height
------
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
added geometry, but an illusion of depth. It may not work for complex objects,
but it produces a realistic depth effect for textures. For best results,
*Depth* should be used together with normal mapping.
Setting a height map on a material produces a ray-marched search to emulate the
proper displacement of cavities along the view direction. This only creates an
illusion of depth, and does not add real geometry — for a height map shape used
for physics collision (such as terrain), see :ref:`class_HeightMapShape3D`. It
may not work for complex objects, but it produces a realistic depth effect for
textures. For best results, *Height* should be used together with normal
mapping.
.. image:: img/spatial_material20.png