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1.1.0:material-behaviour [2023/08/07 14:39] – admin | 1.1.0:material-behaviour [2023/08/19 10:28] (current) – [Attach / Detach] admin | ||
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|TGorillaMaterialWobbleBehaviour|Gorilla.Material.Behaviour.Wobble| | |TGorillaMaterialWobbleBehaviour|Gorilla.Material.Behaviour.Wobble| | ||
|TGorillaMaterialRimLightBehaviour|Gorilla.Material.Behaviour.RimLight| | |TGorillaMaterialRimLightBehaviour|Gorilla.Material.Behaviour.RimLight| | ||
+ | |TGorillaMaterialCausticsBehaviour|Gorilla.Material.Behaviour.Caustics| | ||
|TGorillaMaterialColorAdjustBehaviour|Gorilla.Material.Behaviour.ColorAdjust| | |TGorillaMaterialColorAdjustBehaviour|Gorilla.Material.Behaviour.ColorAdjust| | ||
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|procedure **AttachMaterialBehaviour**(ABehaviour : TGorillaMaterialBehaviour); | |procedure **AttachMaterialBehaviour**(ABehaviour : TGorillaMaterialBehaviour); | ||
|procedure **DetachMaterialBehaviour**(ABehaviour : TGorillaMaterialBehaviour); | |procedure **DetachMaterialBehaviour**(ABehaviour : TGorillaMaterialBehaviour); | ||
+ | |procedure **ClearMaterialsBehaviours**(); | ||
===== TGorillaMaterialBehaviour | ===== TGorillaMaterialBehaviour | ||
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The wind material behaviour is a global component to be applied to default material sources, which should be affected by waving wind functionality. | The wind material behaviour is a global component to be applied to default material sources, which should be affected by waving wind functionality. | ||
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Our wind behaviour is based on a wind channel, which is defined by a source point and a direction from there. The width, height and distance properties | Our wind behaviour is based on a wind channel, which is defined by a source point and a direction from there. The width, height and distance properties | ||
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|WindWaving|Single|Get or set a waving intensity value which defines the intensity of waving by the wind channel. This value is influenced by the width, height, max. distance and power of the wind channel.| | |WindWaving|Single|Get or set a waving intensity value which defines the intensity of waving by the wind channel. This value is influenced by the width, height, max. distance and power of the wind channel.| | ||
|WindSpeed|Single|Define the speed of waving by the wind.| | |WindSpeed|Single|Define the speed of waving by the wind.| | ||
+ | |WindDecay|Single|Control the influence the intensity of wind channel influence. Zero means no influence. Values between 0.0 and 1.0 are allowed.| | ||
===== TGorillaMaterialWobbleBehaviour ===== | ===== TGorillaMaterialWobbleBehaviour ===== | ||
The wobble material behaviour enables additional code in the vertex shader of each attached default material source. | The wobble material behaviour enables additional code in the vertex shader of each attached default material source. | ||
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+ | {{: | ||
It modifies the vertex position randomly by a noise function to simulate wobbling. This effect might be useful for waving or droplet simulation. | It modifies the vertex position randomly by a noise function to simulate wobbling. This effect might be useful for waving or droplet simulation. | ||
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For the rim lighting behaviour we've extracted the shader functionality from the TGorillaRimLightMaterialSource component to make it accessable to all default materials. | For the rim lighting behaviour we've extracted the shader functionality from the TGorillaRimLightMaterialSource component to make it accessable to all default materials. | ||
- | {{:1.0.0:rimlighting.jpg|}} | + | {{:1.1.0:gorilla3d-rimlight.jpg|}} |
A rim light is placed behind a subject that exposes the outline or rim of the subject with light. This lighting highlights the contours of a subject and creates a dramatic and mysterious effect. | A rim light is placed behind a subject that exposes the outline or rim of the subject with light. This lighting highlights the contours of a subject and creates a dramatic and mysterious effect. | ||
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[[https:// | [[https:// | ||
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- | ==== Properties ==== | ||
^Property ^Descr ^ | ^Property ^Descr ^ | ||
|RimIntensity|Defines the intensity of the rim light rendering (value between 0.0 - 1.0) | | |RimIntensity|Defines the intensity of the rim light rendering (value between 0.0 - 1.0) | | ||
|RimColor|Define the color of the rim light rendered.| | |RimColor|Define the color of the rim light rendered.| | ||
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+ | ===== TGorillaMaterialCausticsBehaviour ===== | ||
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+ | Caustics are a well known optical effect produced by water surface. It's a light reflection effect, which we simplified and implemented as material behaviour. | ||
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+ | {{: | ||
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+ | ^Property^Description^ | ||
+ | |CausticsColor|Color of caustics.| | ||
+ | |Caustics|Number of caustics iterations. Values between 1 and 10 are allowed.| | ||
+ | |CausticsSpeed|Speed of caustics waves. Values between 1 and 100 are allowed.| | ||
+ | |CausticsSeed|Modify the seed for caustics computation: | ||
+ | |CausticsMix|Mixture between base color and caustics. Values between 0.0 - 1.0 are allowed.| | ||
+ | |CausticsTiling|Tiling of rendered caustics.| | ||
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===== TGorillaMaterialColorAdjustBehaviour ===== | ===== TGorillaMaterialColorAdjustBehaviour ===== | ||
Is a very simple material behaviour to adjust output colors of attached material sources by controlling brightness, contrast, gamma, hue, saturation and luminosity. | Is a very simple material behaviour to adjust output colors of attached material sources by controlling brightness, contrast, gamma, hue, saturation and luminosity. | ||
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+ | {{: | ||
^Property^Description^ | ^Property^Description^ |