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water [2020/01/10 09:18] – [Water] adminwater [2020/01/24 09:36] admin
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 | WaveSize | Defines the amplitude of waves, which means how high or low waves are simulated. This value do not manipulate mesh vertices (only by displacement mapping). | | WaveSize | Defines the amplitude of waves, which means how high or low waves are simulated. This value do not manipulate mesh vertices (only by displacement mapping). |
 | Displacement | Defines the factor of vertex displacement based on the displacement map or normal map. | | Displacement | Defines the factor of vertex displacement based on the displacement map or normal map. |
 +| ReflCorrection | By this value you can modify the color of reflection, default value: Vector3D(1.0, 1.0, 1.0, 1.0) |
 +| RefrCorrection | By this value you can modify the color of refraction on water surface, default value: Vector3D(1.1, 1.1, 1.1, 1.0) |
  
 ===== Example ===== ===== Example =====
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   FWaterMaterial := TGorillaWaterMaterialSource.Create(FWaterPlane);   FWaterMaterial := TGorillaWaterMaterialSource.Create(FWaterPlane);
   FWaterMaterial.Parent := FWaterPlane;   FWaterMaterial.Parent := FWaterPlane;
-  FWaterMaterial.NormalTexture.LoadFromFile(LTexPath + 'water_normal.png');+  FWaterMaterial.NormalMap.LoadFromFile(LTexPath + 'water_normal.png');
   FWaterMaterial.DUDVTexture.LoadFromFile(LTexPath + 'water3-dudv.jpg');   FWaterMaterial.DUDVTexture.LoadFromFile(LTexPath + 'water3-dudv.jpg');
-  FWaterMaterial.DisplacementTexture.LoadFromFile(LTexPath + 'water_height.png'); +  FWaterMaterial.DisplacementMap.LoadFromFile(LTexPath + 'water_height.png'); 
-  FWaterMaterial.SpecularTexture.LoadFromFile(LTexPath + 'water_height.png');+  FWaterMaterial.SpecularMap.LoadFromFile(LTexPath + 'water_height.png');
   FWaterMaterial.FoamTexture.LoadFromFile(LTexPath + 'foam.png');   FWaterMaterial.FoamTexture.LoadFromFile(LTexPath + 'foam.png');
  
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 end; end;
 </file> </file>
 +
 +Next step: [[bokeh|Bokeh]]