Offset the texture map along the UV axis. The texture aspect ratio is locked by default, you can unlock it and stretch it separately in a certain direction. The larger the value, the more the texture repeats per unit area, which appears to be the effect of "shrinking" the texture. Stretch the texture map along the UV direction. These parameters are involved in each mapping channel in the following section. This is the global UV control parameter, so it will be explained first. The Emissive effect is only visible in the camera and material reflections. If the material has "Emissive" turned on, the emissive light will disappear when "Invisible in raytracing" is checked. When this option is checked, the material will be visible in camera and other material reflections, but will no longer cast shadows and bounce light. The "Invisible in raytracing" option controls whether or not the material participates in lighting (diffuse light, to be exact) calculations. About the naming rules for metallic/roughness workflow, please refer to What are the naming rules when batch importing PBR textures into D5?ĭ5 Render currently has 10 material templates, click on the drop down menu to see the full list:
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