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If [code]true[/code], puts pixels of the same surrounding color in transition from transparent to opaque areas. For textures displayed with bilinear filtering, this helps to reduce the outline effect when exporting images from an image editor.
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It's recommended to leave this enabled (as it is by default), unless this causes issues for a particular image.
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Some HDR panorama images you can find online may contain extremely bright pixels, due to being taken from real life sources without any clipping.
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While these HDR panorama images are accurate to real life, this can cause the radiance map generated by Godot to contain sparkles when used as a background sky. This can be seen in material reflections (even on rough materials in extreme cases). Enabling [member process/hdr_clamp_exposure] can resolve this.
<membername="process/normal_map_invert_y"type="bool"setter=""getter=""default="false"deprecated="The same result can be achieved by setting [member process/channel_remap/green] to [code]Green Inverted[/code].">
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If [code]true[/code], convert the normal map from Y- (DirectX-style) to Y+ (OpenGL-style) by inverting its green color channel. This is the normal map convention expected by Godot.
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More information about normal maps (including a coordinate order table for popular engines) can be found [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details]here[/url].
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