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Glow, allow definition of typical glow-when-damaged polys and always-glowing polys (preferably with a definable value)
Glossiness/flatness, affecting shading with respect to light sources (from darker color with well-defined specular highlights to the original flat angle-from-light-source shading)
Transparency, aka alpha channel
Refractive index, bending of light rays (would require a ray-tracing engine probably)
Metallicity. There's probably a better name for this, but mirror-like properties.
World/engine effects:
Color, size and diffuseness of light sources. In addition to tinting map object colors, these would control the characteristics of specular highlights and:
Shadows. The edge being blurred depending on the size of the light source. Ideally the light source diffuseness would affect the density gradient of the blurring, but... math.
High dynamic range lighting effects. Color desaturation, glare and (sigh) lens flare.
Because there's not enough real issues that need attention.
The text was updated successfully, but these errors were encountered:
Per-polygon material characteristics such as:
World/engine effects:
Because there's not enough real issues that need attention.
The text was updated successfully, but these errors were encountered: