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Added placeholders for chapters. Added pictures for gradient examples.
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buddhi1980 committed Oct 19, 2020
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140 changes: 96 additions & 44 deletions mandelbulber2/manual/chapters/materials.tex
Original file line number Diff line number Diff line change
Expand Up @@ -53,18 +53,20 @@ \subsubsection{Assigning material to one of the fractals in boolean mode}\label{
{Material icon below fractal formula parameters in boolean mode}
{materials_assign_to_boolean}{H}

\subsection{Parameters of materials}\label{materials-parameters}\index{materials!parameters}
\subsection{Editing parameters of materials}\label{materials-parameters}\index{materials!parameters}

The parameters of a material can be edited in the \emph{Material editor} dock. On the top of the material editor is a real-time preview of the material and the name of the material. The name can be edited freely for easier identification of the material.

\subsubsection{Gradients}\label{materials-gradients}
\subsection{Gradients}\label{materials-gradients}

Gradients can be applied to fractal objects. If material with gradients is assigned to a primitive object, then gradient will be ignored and the plain color is used instead (parameter \emph{Surface color}) -- see figure \ref{materials_gradient_on_primitive}

\simpleImageWithCaptionHalfWidth{img/manual/media/material_gradients_on_primitives.png}
{Gradient applied to fractal and primitive objects}
{materials_gradient_on_primitive}{h}

\subsubsection{Gradient editor}\label{materials-gradient-editor}

For every parameter which uses a gradient there is the same type of gradient editor. A Gradient can have up to 100 intermediate colors. The first and the last color are always the same, because the gradient is repeated in a loop.

\simpleImageWithCaptionHalfWidth{img/manual/media/material_gradient_editor.png}
Expand Down Expand Up @@ -98,6 +100,8 @@ \subsubsection{Gradients}\label{materials-gradients}
\item[Paste] -- pastes gradient from clipboard.
\end{description}

\subsubsection{Gradient common options}\label{materials-gradient-common-options}

Gradients are used in the material when option \emph{Use colors from gradients} is enabled. Gradients can be used for the following channels: surface color, specular highlights, diffuse, luminosity, roughness, reflectance and transparency.

All of the channels have the following common settings:
Expand Down Expand Up @@ -127,51 +131,99 @@ \subsubsection{Gradients}\label{materials-gradients}
{img/manual/media/material_color_speed_4.png}
{color speed = 4}
{material-color_speed_4}
\end{description}

\subsubsection{Coloring algorithms}\label{materials-coloring-algorithms}

Option \emph{Coloring algorithm} allows selection of the algorithm which will be used to distribute colors. These algorithms use particular properties of the fractal calculation (results of orbit trap algorithms)\index{orbit trap}

\begin{description}
\item[Standard] -- color index is calculated as a length of z vector
\begin{center}
\(c = |z|\)
\end{center}
\simpleImageWithCaptionHalfWidth{img/manual/media/material_color_algorithm_standard.png}
{Standard coloring algorithm}
{material-coloring-standard}{H}

\item[orbit trap: z.Dot(point)] -- color index is calculated as a dot product of z vector and point coordinates
\begin{center}
\(c = |z \cdot p|\)
\end{center}
\simpleImageWithCaptionHalfWidth{img/manual/media/material_color_algorithm_zdotpoint.png}
{orbit trap: z.Dot(point) coloring algorithm}
{material-coloring-zdotpoint}{H}

\item[Coloring algorithm] -- selection of the algorithm which will be used to distribute colors. These algorithms use particular properties of the fractal calculation (results of orbit trap algorithms)\index[orbit trap]
\begin{description}
\item[Standard] -- color index is calculated as a length of z vector
\begin{center}
\(c = |z|\)
\end{center}
\simpleImageWithCaptionHalfWidth{img/manual/media/material_color_algorithm_standard.png}
{Standard coloring algorithm}
{material-coloring-standard}{H}

\item[orbit trap: z.Dot(point)] -- color index is calculated as a dot product of z vector and point coordinates
\begin{center}
\(c = |z \cdot p|\)
\end{center}
\simpleImageWithCaptionHalfWidth{img/manual/media/material_color_algorithm_zdotpoint.png}
{orbit trap: z.Dot(point) coloring algorithm}
{material-coloring-zdotpoint}{H}

\item[orbit trap: Sphere] -- color index is calculated as distance of z vector from sphere of radius defined by parameter \emph{Orbit trap sphere radius}
\begin{center}
\(c = ||z - p|-r|\)
\end{center}
\simpleImageWithCaptionHalfWidth{img/manual/media/material_color_algorithm_sphere.png}
{orbit trap: Sphere coloring algorithm}
{material-coloring-zdotpoint}{H}

\item[orbit trap: Cross] -- color index is calculated as distance of z vector from orbit trap of cross shape
\begin{center}
\(c = \mathrm{min}(|z.x|, |z.y|, |z.z|)\)
\end{center}
\simpleImageWithCaptionHalfWidth{img/manual/media/material_color_algorithm_cross.png}
{orbit trap: Cross coloring algorithm}
{material-coloring-cross}{H}

\item[orbit trap: Line] -- color index is calculated as distance of z vector from line defined by \emph{Orbit trap line direction vector}
\begin{center}
\(c = |z \cdot d|\)
\end{center}
\simpleImageWithCaptionHalfWidth{img/manual/media/material_color_algorithm_line_z1.png}
{orbit trap: Line coloring algorithm (direction vector 0;0;1)}
{material-coloring-line}{H}
\end{description}
\item[orbit trap: Sphere] -- color index is calculated as distance of z vector from sphere of radius defined by parameter \emph{Orbit trap sphere radius}
\begin{center}
\(c = ||z - p|-r|\)
\end{center}
\simpleImageWithCaptionHalfWidth{img/manual/media/material_color_algorithm_sphere.png}
{orbit trap: Sphere coloring algorithm}
{material-coloring-zdotpoint}{H}

\item[orbit trap: Cross] -- color index is calculated as distance of z vector from orbit trap of cross shape
\begin{center}
\(c = \mathrm{min}(|z.x|, |z.y|, |z.z|)\)
\end{center}
\simpleImageWithCaptionHalfWidth{img/manual/media/material_color_algorithm_cross.png}
{orbit trap: Cross coloring algorithm}
{material-coloring-cross}{H}

\item[orbit trap: Line] -- color index is calculated as distance of z vector from line defined by \emph{Orbit trap line direction vector}
\begin{center}
\(c = |z \cdot d|\)
\end{center}
\simpleImageWithCaptionHalfWidth{img/manual/media/material_color_algorithm_line_z1.png}
{orbit trap: Line coloring algorithm (direction vector 0;0;1)}
{material-coloring-line}{H}
\end{description}

\subsubsection{Gradient for surface color}\label{materials-surface_color-gradient}

Gradient for \emph{surface color} defines color channel of fractal surface. It is default way of coloring fractals.

\simpleImageWithCaptionHalfWidth{img/manual/media/material_color_algorithm_standard.png}
{Color gradient for fractal surface}
{material-color-gradient-example}{H}

\subsubsection{Gradient for specular highlights}\label{materials-specular-gradient}

Gradient for \emph{specular highlights} defines colors of specular effect. More details about this effects are in chapter \ref{materials-specular}

\simpleImageWithCaptionHalfWidth{img/manual/media/material_gradient_specular.png}
{Gradient for specular effect colors}
{material-color-gradient-example}{H}

\subsubsection{Gradient for diffuse}\label{materials-diffuse-gradient}

Gradient for \emph{specular highlights} defines intensity of diffuse channel. Brighter gradient causes stronger light diffusion which means wider specular highlights and less visible reflections. More details about specular highlights are in chapter \ref{materials-specular}

\simpleImageWithCaptionHalfWidth{img/manual/media/material_gradient_diffuse.png}
{Gradient for diffusion channel}
{material-color-gradient-example}{H}

\subsubsection{Gradient for luminosity}\label{materials-luminosity-gradient}

\subsubsection{Gradient for roughness}\label{materials-roughness-gradient}

\subsubsection{Gradient for reflectance}\label{materials-reflectance-gradient}

\subsubsection{Gradient for transparency}\label{materials-transparency-gradient}

\subsection{Surface color}\label{materials-surface_color}

\subsection{Shading}\label{materials-shading}

\subsection{Specular highlights}\label{materials-specular}

\subsection{Common options for textures}\label{materials-textures}

\subsection{Advanced parameters of materials}\label{materials-advanced}

\subsubsection{Color by numbers}\label{materials-color by numbers}

\subsubsection{Mandelbox coloring options}\label{materials-mandelbox}



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@mclarekin
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quick look i see some pngs rougness instead of roughness

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