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mclarekin committed Nov 10, 2020
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32 changes: 16 additions & 16 deletions mandelbulber2/manual/chapters/materials.tex
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Expand Up @@ -251,13 +251,13 @@ \subsection{Surface color}\label{materials-surface_color}
{Different surface colors}
{material-surface-color-example}{H}

The option \emph{Use color texture from an image} allows to cover objects with texture which will define colors of surface. More details about texture mapping are in chapter \ref{materials-textures}
The option \emph{Use color texture from an image} allows the surface of objects to be covered with a colored texture from an image. More details about texture mapping are in chapter \ref{materials-textures}

\simpleImageWithCaptionThirdWidth{img/manual/media/material_texture_color.png}
{Objects with color texture}
{material-color-texture}{H}

Surface color (from color box) can be mixed with colors from bitmap texture. Strength of bitmap influence can be adjusted with \emph{texture intensity} parameter.
Surface color (from color box) can be mixed with the color texture from an image file. The strength of the image influence can be adjusted with \emph{texture intensity} parameter.

\twoImagesWithTwoCaptionsFullWidth
{img/manual/media/material_texture_color_mixed.png}
Expand Down Expand Up @@ -363,7 +363,7 @@ \subsection{Rough surface}\label{materials-roughness}
{roughness = 0.1}
{material-surface-roughness-01}

Local roughness of surface can be controlled using bitmap texture. For this have to be used option \emph{Use roughness map texture}. Brighter areas of texture will appear as higher roughness of surface. Black color means no roughness. More details about texture mapping are in chapter \ref{materials-textures}.
Local roughness on the surface can be controlled by using a texture from an image file, when option \emph{Use roughness map texture} is enabled. Brighter areas of the texture will appear as higher roughness on the surface, whereas a black color appears as no roughness. More details about texture mapping are in chapter \ref{materials-textures}.

\twoImagesWithTwoCaptionsFullWidth
{img/manual/media/material_texture_roughness.png}
Expand Down Expand Up @@ -427,14 +427,14 @@ \subsection{Luminosity}\label{materials-luminosity}
{High luminosity values (about 5) and MC global illumination enabled}
{material-luminosity}{H}

For luminosity effect can be used bitmap texture. Intensity of illumination by texture can be adjusted by \emph{texture intensity} parameter. More details about texture mapping are in chapter \ref{materials-textures}.
The luminosity effect can use a texture from an image file. The \emph{texture intensity} parameter adjusts the illumination intensity. More details about texture mapping are in chapter \ref{materials-textures}.

\twoImagesWithTwoCaptionsFullWidth
{img/manual/media/material_texture_luminosity.png}
{Example use of luminosity texture - texture intensity = 20}
{material-luminosity-texture-usage}
{img/manual/media/material_luminosity_texture.jpg}
{Luminosity texture used in this example\linebreak}
{Luminosity texture used in this example}
{material-luminosity-texture-example}
{H}

Expand Down Expand Up @@ -488,13 +488,13 @@ \subsection{Reflectance}\label{materials-reflectance}
{Enabled Fresnel's equations for reflectance. Index of refraction = 6.0}
{material-fresnel-index-60}

\emph{Color of reflections} colorizes reflected light
\emph{Color of reflections} colorizes reflected light.

\simpleImageWithCaptionThirdWidth{img/manual/media/material_reflections_color.png}
{Different colors of reflections}
{material-reflections-colors}{H}

To colorize reflections can be used bitmap texture. Bright colors will reflect more light. Black means no reflections. More details about texture mapping are in chapter \ref{materials-textures}.
Colorize reflections can use a texture map from an image file. Brighter areas of the texture will reflect more light, whereas a black color has no reflection. More details about texture mapping are in chapter \ref{materials-textures}.

\twoImagesWithTwoCaptionsFullWidth
{img/manual/media/material_texture_reflectance.png}
Expand Down Expand Up @@ -565,7 +565,7 @@ \subsection{Transparency}\label{materials-transparency}
{Transparency of volume = 0.5}
{material-transparency-volume-05}

To colorize transparency of surface can be used bitmap texture. Bright colors will pass more light. Black means no transparency. More details about texture mapping are in chapter \ref{materials-textures}.
Colorize transparency can use a texture map from an image file. Brighter areas of the texture will pass more light, whereas a black color has no transparency. More details about texture mapping are in chapter \ref{materials-textures}.

\twoImagesWithTwoCaptionsFullWidth
{img/manual/media/material_texture_transparency.png}
Expand Down Expand Up @@ -606,7 +606,7 @@ \subsection{Normal map texture}\label{materials-normal-map-texture}
{material-used-normal-texture}
{H}

There are two standards of normal maps. The difference between them is in the direction of the Y component of the normal vector. Visually when the Y component is swapped then the green component of the texture is inverted. To configure which type of texture is used use option \emph{Invert green (Y+ / Y-)}
There are two standards of normal maps. The difference between them is in the direction of the Y component of the normal vector. Visually when the Y component is swapped then the green component of the texture is inverted. The option \emph{Invert green (Y+ / Y-)} is used to configure the type of texture.

\twoImagesWithTwoCaptionsFullWidth
{img/manual/media/normal_map_texture.jpg}
Expand All @@ -622,29 +622,29 @@ \subsection{Normal map texture}\label{materials-normal-map-texture}
\item[Standard]: top left corner - green, bottom right- red
\item[Inverted]: bottom left corner - green, right top - red
\end{description}
If you use inverted texture, then check box \emph{Invert green (Y+ / Y-)} should be ticked.
If you use an inverted texture, then check box \emph{Invert green (Y+ / Y-)} should be ticked.

Normal maps can be derived from height maps (bumpmaps). If there is used grayscale texture, have to be ticked option \emph{Normal map texture derived from grayscale bump map}.
Normal maps can be derived from height maps (bumpmaps). Enable \emph{Normal map texture derived from grayscale bump map} if a grayscale texture is used,

\twoImagesWithTwoCaptionsFullWidth
{img/manual/media/material_texture_normal_from_greyscale.png}
{Example use of greyscale bump map as a normal map}
{material-texture-normal-grayscale}
{img/manual/media/displacement_texture.jpg}
{Bump map used in this example\linebreak}
{Bump map used in this example}
{material-texture-bumpmap}
{H}

\subsection{Displacement map texture}\label{materials-texture-displacement}

Displacement map technique uses texture to cause an effect where the actual geometric position of points over the textured surface are displaced. It gives the surfaces a greater sense of depth and detail, permitting self-shadowing. In contrast to normal mapping, it deforms object surface.
Displacement map textures looks the same as bump maps. Brighter pixels will give stronger embossing of surface.
Displacement map technique uses texture to cause an effect where the actual geometric position of points over the textured surface are displaced. It gives the surfaces a greater sense of depth and detail, and allows self-shadowing. In contrast to normal mapping, it deforms the object surface.
Displacement map textures looks the same as bump maps. Brighter pixels will give stronger embossing of the surface.

It is recommended to use 16-bit greyscale textures to get smooth displacements.

Parameter \emph{Height of displacement} controls how much shapes will be deformed.
Parameter \emph{Height of displacement} controls how much the surface will be deformed.

\textbf{Note:} displacement maps don't work with cubic mapping of textures.
\textbf{Note:} displacement maps do not work with cubic mapping of textures.

\twoImagesWithTwoCaptionsFullWidth
{img/manual/media/material_texture_displacement.png}
Expand Down

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