You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: VisualPinball.Unity/Documentation~/creators-guide/editor/materials.md
+3-3Lines changed: 3 additions & 3 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -17,7 +17,7 @@ We refer to rendered materials just as **materials**. They describe how a surfac
17
17
A material typically includes one or more textures that define the color, normals, roughness, metalness and many more parameters on a per-pixel basis.
18
18
19
19
> [!note]
20
-
> In Visual Pinball, materials don't include the texture. Instead, the texture is applied on a per-object basis.
20
+
> Contrary to VPE - in Visual Pinball, materials don't include the texture. Instead, the texture is applied on a per-object basis.
21
21
22
22
## Physics Materials
23
23
@@ -31,7 +31,7 @@ We refer to how the material interacts with the ball during the physics simulati
31
31
Physics materials are a way to group common behavior among certain objects, but contrarily to rendered materials, you can also *not* assign a physics material to an object and set each of those four parameters individually.
32
32
33
33
> [!note]
34
-
> In Visual Pinball, the physical parameters are part of the rendered material, so there is only one notion of material.
34
+
> Contrary to VPE - in Visual Pinball, the physical parameters are part of the rendered material, so there is only one notion of material.
35
35
36
36
## Conversion from Visual Pinball
37
37
@@ -42,4 +42,4 @@ As mentioned above, there are two differences between Visual Pinball and VPE how
42
42
43
43
When importing a `.vpx` file, VPE converts the "visual part" of Visual Pinball materials into materials for the current render pipeline. It does that by creating a new material for every material/texture combination in Visual Pinball. The materials are then written to the `Materials` asset folder of the imported table where they can be easily edited and referenced. Since Visual Pinball uses different shaders than Unity, the results of the conversion are approximations and should be heavily tweaked.
44
44
45
-
Since VPE uses the same physics engine as Visual Pinball, the physical values of the materials don't need to be converted, they are copied 1:1 into a new physics material and saved in the asset folder.
45
+
Since VPE uses the same physics engine as Visual Pinball, the physical values of the materials don't need to be converted, they are copied 1:1 into a new physics material and saved in the asset folder.
0 commit comments