From ca5abb1bc364fa7c8d9af7ece71ba53d94054c2f Mon Sep 17 00:00:00 2001 From: cakepie Date: Wed, 24 Jul 2024 01:17:01 +0800 Subject: [PATCH 1/3] Depth renamed to Height in Standard Material 3D --- tutorials/3d/standard_material_3d.rst | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/tutorials/3d/standard_material_3d.rst b/tutorials/3d/standard_material_3d.rst index dbd5892c63a..26a27f542ed 100644 --- a/tutorials/3d/standard_material_3d.rst +++ b/tutorials/3d/standard_material_3d.rst @@ -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 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 From 3acd958165bcca8cc06515550c8f73f0abace36d Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sat, 27 Jul 2024 08:11:03 +0200 Subject: [PATCH 2/3] Apply suggestions from code review --- tutorials/3d/standard_material_3d.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tutorials/3d/standard_material_3d.rst b/tutorials/3d/standard_material_3d.rst index 26a27f542ed..5e325f797af 100644 --- a/tutorials/3d/standard_material_3d.rst +++ b/tutorials/3d/standard_material_3d.rst @@ -458,7 +458,7 @@ Height 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 height map shape used -for physics collision (such as terrain) see :ref:`class_HeightMapShape3D`. It +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. From a957492be7351ae64969fe4f928f3e3c2bf3c9d8 Mon Sep 17 00:00:00 2001 From: cakepie Date: Thu, 1 Aug 2024 10:30:22 +0800 Subject: [PATCH 3/3] Apply suggestion Co-authored-by: Matthew --- tutorials/3d/standard_material_3d.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tutorials/3d/standard_material_3d.rst b/tutorials/3d/standard_material_3d.rst index 5e325f797af..b9eeb8acdbd 100644 --- a/tutorials/3d/standard_material_3d.rst +++ b/tutorials/3d/standard_material_3d.rst @@ -457,7 +457,7 @@ Height 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 height map shape used +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