diff --git a/mandelbulber2/manual/chapters/materials.tex b/mandelbulber2/manual/chapters/materials.tex index 1eba040..4a2d0f9 100644 --- a/mandelbulber2/manual/chapters/materials.tex +++ b/mandelbulber2/manual/chapters/materials.tex @@ -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} @@ -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} @@ -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} @@ -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} @@ -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} @@ -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} @@ -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}