Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
1.1.0:material-behaviour [2023/08/07 14:39] admin1.1.0:material-behaviour [2023/08/19 10:28] (current) – [Attach / Detach] admin
Line 27: Line 27:
 |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|
  
Line 40: Line 41:
 |procedure **AttachMaterialBehaviour**(ABehaviour : TGorillaMaterialBehaviour);|Attaches a specific material behaviour to the default material source.| |procedure **AttachMaterialBehaviour**(ABehaviour : TGorillaMaterialBehaviour);|Attaches a specific material behaviour to the default material source.|
 |procedure **DetachMaterialBehaviour**(ABehaviour : TGorillaMaterialBehaviour);|Detaches a specific material behaviour from the default material source.| |procedure **DetachMaterialBehaviour**(ABehaviour : TGorillaMaterialBehaviour);|Detaches a specific material behaviour from the default material source.|
 +|procedure **ClearMaterialsBehaviours**();|Detaches all attached material behaviours from the specific default material source.|
  
 ===== TGorillaMaterialBehaviour  ===== ===== TGorillaMaterialBehaviour  =====
Line 108: Line 110:
  
 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.
 +
 +{{:1.1.0:gorilla3d-wind.jpg|}}
  
 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
Line 123: Line 127:
 |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.
 +
 +{{:1.1.0:gorilla3d-wobble.jpg|}}
  
 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.
Line 139: Line 146:
 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. 
Line 146: Line 153:
  
 [[https://www.studiobinder.com/blog/what-is-a-rim-light-photography-definition/]] [[https://www.studiobinder.com/blog/what-is-a-rim-light-photography-definition/]]
- 
-==== 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.|
 +
 +===== TGorillaMaterialCausticsBehaviour =====
 +
 +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.
 +
 +{{:1.1.0:gorilla3d-caustics.jpg|}}
 +
 +^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: 1.0 - 10000.0|
 +|CausticsMix|Mixture between base color and caustics. Values between 0.0 - 1.0 are allowed.|
 +|CausticsTiling|Tiling of rendered caustics.|
 +
  
 ===== 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.
 +
 +{{:1.1.0:gorilla3d-coloradjust.jpg|}}
  
 ^Property^Description^ ^Property^Description^