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0.8.4:pom-material [2022/06/17 08:30] – [Why using POM] admin0.8.4:pom-material [2022/06/17 10:46] (current) – [Properties] admin
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 ^Property ^Description^ ^Property ^Description^
-|NormalMap|Setting up normal map is needed to retrieve the direction of each fragment in which to shift.|+|NormalMap|[[normalmap-material#normal_maps|Normal maps]] are 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.|
 |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.|
 |ParallaxOcclusionMap|A parallax occlusion map is simply just a height or displacement map, defining the length of the depth vector.| |ParallaxOcclusionMap|A parallax occlusion map is simply just a height or displacement map, defining the length of the depth vector.|
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 /// increase the raytracing steps for more detail, but with higher values it reduces performance. /// increase the raytracing steps for more detail, but with higher values it reduces performance.
 FPOMMaterial.ParallaxLevels := 24; FPOMMaterial.ParallaxLevels := 24;
 +
 +/// in our example we do not want to discard edges
 +FPOMMaterial.ParallaxDiscardEdges := false;
 </file> </file>