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gamedev:textureproperties:absorption_range

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gamedev:textureproperties:absorption_range [2019/05/08 22:25] dragonlordgamedev:textureproperties:absorption_range [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord
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 {{tag>graphic skin texture absorption}} {{tag>graphic skin texture absorption}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **absorption.range**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **absorption.range**
 </WRAP> </WRAP>
  
-<WRAP boxheader> +====== Skin Texture Property: absorption.range ====== 
-====== Summary ====== + 
-</WRAP> +Defines the sub surface absorption range as typically used for human skin. 
-<WRAP boxcontent> +
-|Texture Property Name|absorption.range| +
-|Description|Defines the sub surface absorption range.|+
 |Excepted Data Source|1 component value| |Excepted Data Source|1 component value|
 |Data Range|0 or grater| |Data Range|0 or grater|
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 |Affected Modules|Graphic| |Affected Modules|Graphic|
 |Linked Properties|[[absorption|absorption]]| |Linked Properties|[[absorption|absorption]]|
-</WRAP> 
  
 ====== Description ====== ====== Description ======
 +
 The **absorption.range** texture property defines the range of scattering in sub surface absorption of a material. Sub surface absorption affects light entering the material after surface based texture properties have taken effect. Sub surface absorption has two main effects. The first is that light is scattered under the surface and exits at a nearby point. The second effect is translucency. In both cases the **absorption.range** texture property defines the range of absorption. Beyond this limit the light is fully absorbed by the material. In between the light is partially absorbed using an exponential decay function. In contrast to the [[absorption|absorption]] texture property the **absorption.range** is a single component value and defines the largest radius. The actual absorption used is thus [[absorption|absorption]] times **absorption.range** component wise. See [[absorption|absorption]] texture property more information about absorption. The **absorption.range** texture property defines the range of scattering in sub surface absorption of a material. Sub surface absorption affects light entering the material after surface based texture properties have taken effect. Sub surface absorption has two main effects. The first is that light is scattered under the surface and exits at a nearby point. The second effect is translucency. In both cases the **absorption.range** texture property defines the range of absorption. Beyond this limit the light is fully absorbed by the material. In between the light is partially absorbed using an exponential decay function. In contrast to the [[absorption|absorption]] texture property the **absorption.range** is a single component value and defines the largest radius. The actual absorption used is thus [[absorption|absorption]] times **absorption.range** component wise. See [[absorption|absorption]] texture property more information about absorption.
  
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 ====== Examples ====== ====== Examples ======
 +
 <WRAP column 45%> <WRAP column 45%>
 <WRAP center box 350px> <WRAP center box 350px>
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 <WRAP clear></WRAP> <WRAP clear></WRAP>
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gamedev/textureproperties/absorption_range.1557354309.txt.gz · Last modified: 2019/05/08 22:25 by dragonlord