Geometry attributes
IntermediateArtistProgrammer geometry attributes define the shape of a material.
Tessellation
Real-time tessellation uses a HW feature of the GPU to massively subdivide triangles. This increases the realism and potential of deformations of the surface geometry. none, flat tessellation, or point normal tesellation.
Flat tessellation
This option tessellates the mesh uniformly. In the images below, notice how the flat tessellation adds extra triangles, but doesn’t take the curve into account:
Point normal tessellation
This option tessellates the mesh using the curvature provided by the mesh normals. The images below show how point normal tessellation adds extra triangles while taking the curvature of the mesh into account:
Displacement
Displacement properties, you can specify displacement map. This displaces the geometry of the mesh. Depending on the stage at which the displacement is applied, the results can be very different:
Surface
Surface properties, you can define a Normal maps to define macro surface normals. The normal map provides per-pixel normal perturbation of the normal of the mesh. Normal maps create the appearance of bumps and indents in the mesh: normal maps page.
Micro surface
Micro surface setting, you can provide a gloss map to provide per-pixel information for gloss. Float:
1.0means the surface is highly glossy (the coarse normal isn’t perturbed)0.0means the surface is very rough (the coarse normal is highly perturbed in several directions)The screenshots below show different levels of gloss on a material:- Diffuse = #848484, Lambert
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Local reflections.
See also
- Material maps
- Material attributes
- Shading attributes
- Misc attributes
- Clear-coat shading
- Clear-coating shading
- Material layers
- Material slots
- Materials for developers
- Custom shaders
