Traditional Culture Encyclopedia - Photography major - The meaning of attenuation type in VR material sticker
The meaning of attenuation type in VR material sticker
Vertical/parallel—Sets the angular attenuation range between the surface normal perpendicular to the attenuation direction and the normal parallel to the attenuation direction. Based on the normal direction of the face, the attenuation range is 90 degrees. (Default setting. )
Facing/deviation—Sets the angular attenuation range between the normal of the face facing (parallel to) the attenuation direction and the normal deviating from the attenuation direction. Based on the change of surface normal direction, the attenuation range is 180 degrees.
Fresnel-adjustment based on refractive index (IOR). A dim reflection is produced on the surface facing the view, and a brighter reflection is produced on the angled surface, just like a highlight on a glass surface.
Shadow/Light—Adjusts between two sub-textures according to the light falling on the object.
Distance Blending—Adjusts between two sub-textures according to the near distance value and the far distance value. Uses include reducing anti-aliasing on large terrain objects and controlling coloring in non-photorealistic environments.
Attenuation Direction-Select the attenuation direction. There are five options:
Viewing direction (camera z axis)—Sets the attenuation direction relative to the camera (or screen). Changing the orientation of an object does not affect the attenuation map. (Default setting. )
Camera X/Y axis-similar to camera z axis. For example, using the camera's X axis for the towards/away attenuation type will gradually change from left (towards) to right (away).
Object—Select an object whose direction can determine the attenuation direction. Click Pick, and then pick the objects in the scene. The attenuation direction is the direction from the coloring point to the center of the object. Points facing the center side of the object get the "direction" value, while points facing away from the object get the "deviation" value.
Local X/Y/Z Axis—Sets the attenuation direction to the local axis of one of the objects. Changing the direction of the object changes the direction of the attenuation.
When no object is selected, the attenuation direction uses the local x, y or z axis of the colored object.
World X/Y/Z axis-Sets the attenuation direction to one of the axes of the world coordinate system. Changing the orientation of an object does not affect the attenuation map.
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