Monday 14 March 2016

Materials

There are 2 kinds (at least for now)

  • Physical materials govern colisions: rebound, friction, etc.
  • Visual (?) materials govern the interaction with light (that's a very correct way of putting it). They call this Materials. I'll discuss.
Material (visual) properties:
  • Albedo -  In reality the definition of albedo is the percentage of light it reflects, whiteness - blackness, but here they use it for the color when there is no light (strange...maybe they mean under neutral, white light). Albedo comes from latin albus =  white. We can assign one value to the whole oblect or a map.
  • Metalic (map and slider) - the way it reflects light,
  • Roughness - more on the way it reflects light, see diffuse and specular to know more, later on.
  • And there are more maps which can be stored in the chanels of the rgb+alpha images 
WHat I don't know yet is how the maps are atributed to the geometry!


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