Documentation→Reference→Ingredients
Diffuse Scatters light. and colors it by the surface. See More |
Specular Reflects lights and Reflection Probes, mixes with fresnel. See More |
Sub Surface Scattering Scatters light through the mesh. See More |
Tangent Normals Bends the surface normals of the ingredients after it to create fake detail. |
Flat Normals Straightens the normals of the ingredients after it to the face of the mesh. |
Displacement Sets the depth of the ingredients after it from a heightmap, regardless of true occlusion. Hover for comparison |
POM Calculates the depth of the ingredients after it with a heightmap, properly occluding portions and carving silhouettess. Hover for comparison. (Documentation Coming Soon) |
Emission Glows regardless of lighting. |
Unlit Completely unlit, not using any lighting. See More |
Displace Displaces, or pushes the vertices of the mesh. See More |
Set Treats the vertex position itself as a layer channel, allowing full control over the mesh. (Documentation Coming Soon) |
Shells Duplicates the mesh and enlarges each one. (Documentation Coming Soon) |
Transparency Makes parts of the mesh see through. (Documentation Coming Soon) |
Subdivision/Tessellation Increases the polygon count of the mesh. (Documentation Coming Soon) |
Smooth Makes the mesh rounder. (Documentation Coming Soon) |
To Wireframe Converts the mesh to a wireframe. (Documentation Coming Soon) |
To Points Converts the mesh to small points. (Documentation Coming Soon) |
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