From 31506ebe8585e92e8c293d5aea2fb874905998e4 Mon Sep 17 00:00:00 2001 From: clayjohn Date: Mon, 10 Feb 2020 14:09:41 -0800 Subject: [PATCH] updated description of metallic in SpatialMaterial --- doc/classes/SpatialMaterial.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml index 6eeb10b6605..5ead992e9fb 100644 --- a/doc/classes/SpatialMaterial.xml +++ b/doc/classes/SpatialMaterial.xml @@ -221,7 +221,7 @@ If [code]true[/code], triplanar mapping is calculated in world space rather than object local space. See also [member uv1_triplanar]. - The reflectivity of the object's surface. The higher the value, the more light is reflected. + A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between [code]0[/code] and [code]1[/code] should only be used for blending between metal and non-metal sections. To alter the amount of reflection use [member roughness]. Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources.