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0.8.4:pbr-material [2022/06/17 09:47] – [Normal Mapping or Parallax Occlusion Mapping] admin0.8.4:pbr-material [2022/06/17 10:48] – [Setup Environment Mapping] admin
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 ^Property ^Description ^ ^Property ^Description ^
-|NormalMap|Normal maps are a special kind of texture that allow you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. This texture is used for normal-mapping and parallax occlusion mapping mode.|+|NormalMap|[[normalmap-material#normal_maps|Normal maps]]  are a special kind of texture that allow you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. This texture is used for normal-mapping and parallax occlusion mapping mode.|
 |NormalIntensity|The normal intensity defines the intended depth effect. The larger the value, the more depth the algorithm is trying to produce.| |NormalIntensity|The normal intensity defines the intended depth effect. The larger the value, the more depth the algorithm is trying to produce.|
 |MetalnessTexture|A Metallic, or Metalness, map, is a black and white texture that acts as a mask that defines areas on a texture set or material that behave like a metal (white) and do not (black).| |MetalnessTexture|A Metallic, or Metalness, map, is a black and white texture that acts as a mask that defines areas on a texture set or material that behave like a metal (white) and do not (black).|
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 The dynamic computation is more realistic, but often not necessary and it also reduces performance a lot. The dynamic computation is more realistic, but often not necessary and it also reduces performance a lot.
-Read more about environment mapping [[environmentmap|here]].+Read more about [[environmentmap|environment mapping]] here.