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gamedev:textureproperties:height_scale [2019/05/08 22:47] – dragonlord | gamedev:textureproperties:height_scale [2019/05/09 08:31] – removed dragonlord | ||
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- | ~~Title: Skin Texture Property: height.scale~~ | ||
- | {{tag> | ||
- | <WRAP youarehere> | ||
- | [[: | ||
- | </ | ||
- | <WRAP boxheader> | ||
- | ====== Summary ====== | ||
- | </ | ||
- | <WRAP boxcontent> | ||
- | |Texture Property Name|height.scale| | ||
- | |Description|Defines the scaling for the height texture property| | ||
- | |Excepted Data Source|1 component value| | ||
- | |Data Range|any value| | ||
- | |Default Value|0.1| | ||
- | |Affected Modules|Graphic| | ||
- | |Linked Properties|[[gamedev: | ||
- | </ | ||
- | |||
- | ====== Description ====== | ||
- | The **height.scale** texture property is linked to the [[gamedev: | ||
- | |||
- | With a scaling of 1 the height values are considered to be in the range of -0.5m to 0.5m. The height texture property values are multiplied by the scale factor and offseted by the offset factor resulting in the final height values. For generating normal maps this is not required. As an example if the hills and valleys are at most 1cm then a scaling of 0.02 (1 divided by 50) has to be used (0.5m times 0.02 yields 0.01m or 1cm). | ||
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- | The source is typically a single component value representing the maximum distance in meters above and below the surface. | ||
- | |||
- | The default value for this texture property is 0.1 . | ||
- | |||
- | ====== Examples ====== | ||
- | ( TODO: example image ) |