Doc: Describe the 3D effects in QDS
Fixes: QDS-2224 Change-Id: I8d5737af34805e75eb74a3fe86591f86e99b6d4b Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io> Reviewed-by: Leena Miettinen <riitta-leena.miettinen@qt.io> Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io>
@@ -136,6 +136,7 @@
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\li \l{Adding Models}
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\li \l{Adding Models}
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\li \l{Using Materials and Shaders}
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\li \l{Using Materials and Shaders}
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\li \l{Attaching Textures to Materials}
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\li \l{Attaching Textures to Materials}
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\li \l{Applying 3D Effects}
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\li \l{Using Lights}
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\li \l{Using Lights}
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\li \l{Using Scene Camera}
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\li \l{Using Scene Camera}
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\li \l{Setting Scene Environment}
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\li \l{Setting Scene Environment}
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doc/qtdesignstudio/images/effect-distortion-ripple.png
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doc/qtdesignstudio/images/effect-flip.png
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doc/qtdesignstudio/images/effect-fxaa.png
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doc/qtdesignstudio/images/effect-gaussian-blur.png
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doc/qtdesignstudio/images/effect-motion-blur.png
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@@ -106,10 +106,11 @@
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\li \l{Setting Node Properties}
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\li \l{Setting Node Properties}
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\li \l{Adding Models}
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\li \l{Adding Models}
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\li \l{Using Materials and Shaders}
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\li \l{Using Materials and Shaders}
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\li \l{Attaching Textures to Materials}
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\li \l{Attaching Textures to Materials}
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\li \l{Using Lights}
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\li \l{Applying 3D Effects}
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\li \l{Using Scene Camera}
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\li \l{Using Lights}
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\li \l{Setting Scene Environment}
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\li \l{Using Scene Camera}
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\li \l{Setting Scene Environment}
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\endlist
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\endlist
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\endlist
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\endlist
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\li \l{Previewing}
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\li \l{Previewing}
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@@ -58,6 +58,10 @@
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You can use a Texture component to specify an image and how it is
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You can use a Texture component to specify an image and how it is
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mapped to meshes in a 3D scene. Texture components can use image
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mapped to meshes in a 3D scene. Texture components can use image
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data either from a file or a Qt Quick QML type.
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data either from a file or a Qt Quick QML type.
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\li \l {Applying 3D Effects}
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You can use 3D effect components to generate post-processing
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effects.
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\li \l{Using Lights}
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\li \l{Using Lights}
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You can use several light types as the source of lighting in a
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You can use several light types as the source of lighting in a
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@@ -0,0 +1,367 @@
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/****************************************************************************
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**
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** Copyright (C) 2020 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of Qt Design Studio.
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**
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** $QT_BEGIN_LICENSE:FDL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU Free Documentation License Usage
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** Alternatively, this file may be used under the terms of the GNU Free
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** Documentation License version 1.3 as published by the Free Software
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** Foundation and appearing in the file included in the packaging of
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** this file. Please review the following information to ensure
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** the GNU Free Documentation License version 1.3 requirements
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** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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/*!
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\page studio-3d-effects.html
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\previouspage studio-3d-texture.html
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\nextpage studio-3d-lights.html
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\title Applying 3D Effects
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\QDS provides a set of Qt Quick 3D effects that inherit the types in the
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\l {Qt Quick 3D Effects QML Types}{Qt Quick 3D Effects} module.
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To apply a visual effect to a component, drag-and-drop an effect from
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\uicontrol Library \uicontrol {Qt Quick 3D Effects} under the \uicontrol
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{View 3D} object in \uicontrol Navigator. You can apply multiple effects to
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one component. The effects you add to the project are listed in \uicontrol
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Properties > \uicontrol {Scene Environment} > \uicontrol Effect and are
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visible in \uicontrol {Form Editor}.
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See the following table for available effects and example images.
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\section1 Available Effects
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\table
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\header
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\li 3D Effect
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\li Example Image
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\li Description
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\row
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\li Additive Color Gradient
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\li \image effect-additive-color-gradient.png "Additive Color Gradient Effect"
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\li A gradient with additive color effect that adds a vertical
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gradient to the whole scene and then additively blends it with all other
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components in a 3D view. Additive blending adds the pixel values of
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the gradient and the 3D view, making the result lighter. White areas
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do not change, and black areas are the same color as the gradient.
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The \uicontrol {Top Color} and \uicontrol {Bottom Color} properties
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specify the colors used for the gradient at the top and bottom parts of
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the screen.
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\row
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\li Blur
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\li \image effect-blur.png "The Blur effect"
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\li A simple one-pass blur.
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The \uicontrol Amount property specifies the strength of the blur.
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\row
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\li Brush Strokes
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\li \image effect-brush-strokes.png "The Brush Strokes effect"
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\li A brush strokes noise effect that simulates an artistic painting of
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the image.
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The \uicontrol {Noise Sample Texture} property specifies the brush noise
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texture map as a \l Texture.
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The \uicontrol Length property specifies how far to offset the image
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with the brush.
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The \uicontrol Size property specifies the scale of the brush. Smaller
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values result in a finer brush.
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The \uicontrol Angle property specifies the angle to rotate the brush
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noise texture.
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\row
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\li Chromatic Aberration
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\li \image effect-chromatic-aberration.png "The Chromatic Aberration effect"
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\li A chromatic aberration effect.
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In real life, chromatic aberration is an optical phenomenon causing
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color fringes in high contrast areas. These color fringes are
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caused by different colors refracting at different angles splitting
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white light into a spectrum, which is referred to as dispersion.
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The \uicontrol {Mask Texture} property specifies a grayscale texture to
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control the position and the strength of the effect. The effect is
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strongest in white areas and weakest in black areas.
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The \uicontrol Amount property defines the amount of aberration.
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A negative value inverses the effect.
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Dispersion scales in relation to the distance from the value of
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the \uicontrol {Focus Depth} property.
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\row
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\li Color Master
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\li \image effect-color-master.png "The Color Master effect"
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\li A color adjustment effect.
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The \uicontrol {Red Strength}, \uicontrol {Green Strength} and
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\uicontrol {Blue Strength} properties can be used to adjust each color
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separately, and the \uicontrol Saturation property to adjust the
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strength of the overall saturation of the scene.
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\row
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\li Depth Of Field HQ Blur
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\li \image effect-depth-of-field-hq-blur.png "The Depth of Field HQ Blur effect"
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\li A depth-based blur effect that performs a gradient blur on regions
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of the image based on their deviation from a specified distance from the
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camera.
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The \uicontrol {Blur Amount} property defines the strength of blur when
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out of focus.
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The \uicontrol {Focus Distance} property specifies the distance from the
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camera where the content is in perfect focus.
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The \uicontrol {Focus Range} property specifies the distance around the
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\uicontrol {Focus Distance} where items are fully in focus. The focus
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then fades away to fully blurred by the same distance on both the near
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and far sides.
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\row
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\li Desaturate
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\li \image effect-desaturate.png "The Desaturate effect"
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\li A desaturating effect that decreases the intensity of all colors in
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the scene.
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The \uicontrol Amount property defines the amount of desaturation.
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\row
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\li Distortion Ripple
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\li \image effect-distortion-ripple.png "The Distortion Ripple effect"
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\li A distortion effect that adds circular ripples, moving away
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from the center of the effect.
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The \uicontrol Radius specifies the spread between ripples.
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The \uicontrol Width property specifies the width of a ripple, while
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\uicontrol Height defines the amount of distortion.
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The \uicontrol Phase property specifies the offset of each wave. Animate
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this property to see the waves move.
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The \uicontrol Center property defines the focus point of the
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distortion.
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\row
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\li Distortion Sphere
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\li \image effect-distortion-sphere.png "The Distortion Sphere effect"
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\li A distortion effect that creates a 3D effect of wrapping the
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scene around a spherical shape.
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The \uicontrol Radius property specifies the area of distortion, while
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\uicontrol Height defines the amount of distortion.
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The \uicontrol Center property defines the focus point of the
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distortion.
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\row
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\li Distortion Spiral
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\li \image effect-distortion-spiral.png "The Distortion Spiral effect"
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\li A distortion effect that creates a spiral-shaped distortion.
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The \uicontrol Radius property defines the area of distortion, while
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\uicontrol Strength defines the amount of distortion.
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The \uicontrol Center property defines the focus point of the
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distortion.
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\row
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\li Edge Detect
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\li \image effect-edge-detect.png "The Edge Detect effect"
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\li An edge highlighting effect that turns smooth, unchanging areas of
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the scene darker, while areas of the scene with sharp color changes are
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brightened to highlight the edges.
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The \uicontrol Strength property defines the strength of the edge
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highlighting.
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\row
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\li Emboss
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\li \image effect-emboss.png "The Emboss effect"
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\li An emboss effect that replaces each pixel either by a highlight or a
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shadow, depending on the light/dark boundaries on the scene.
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Low contrast areas are replaced by a gray background. The embossed
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result represents the rate of color change at each location.
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The \uicontrol Amount property defines the strength of the emboss
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effect.
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\row
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\li Flip
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||||||
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\li \image effect-flip.png "The Flip effect"
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||||||
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\li An effect that flips the whole scene either horizontally,
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vertically, or in both directions.
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The \uicontrol {Horizontal} and \uicontrol {Vertical} properties define
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the direction of the flip.
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\row
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\li Fxaa
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\li \image effect-fxaa.png "The Fxaa effect"
|
||||||
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\li A fast approximate anti-aliasing effect that removes some of the
|
||||||
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artifacts from the image without impacting performance as heavily as
|
||||||
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super-sampling would.
|
||||||
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|
||||||
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\row
|
||||||
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\li Gaussian Blur
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||||||
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\li \image effect-gaussian-blur.png "The Gaussian Blur effect"
|
||||||
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\li A two-pass gaussian blur effect that blurs all objects in the scene
|
||||||
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evenly. To keep the effect performant, large blur amount produces a
|
||||||
|
mosaic result instead of smooth blurriness.
|
||||||
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|
||||||
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The \uicontrol Amount property defines the strength of the blur.
|
||||||
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|
||||||
|
\row
|
||||||
|
\li HDR Bloom Tonemap
|
||||||
|
\li \image effect-HDR-bloom-tonemap.png "The HDR Bloom Tonemap effect"
|
||||||
|
\li A bloom with tonemapping effect that adjusts the gamma and exposure
|
||||||
|
of the high-dynamic range rendered content to achieve the image quality
|
||||||
|
you want. Also applies an adjustable bloom effect to very bright areas
|
||||||
|
(like the sun glinting off a car).
|
||||||
|
|
||||||
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The \uicontrol Gamma property affects the non-linear curve of the
|
||||||
|
lighting. Higher values increase the exposure of mid tones, brightening
|
||||||
|
the image and decreasing the contrast.
|
||||||
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|
||||||
|
The \uicontrol Exposure property functions as a linear multiplier on the
|
||||||
|
lighting, thus brightening or darkening the image overall.
|
||||||
|
|
||||||
|
The \uicontrol {Blur Falloff} property adjusts the amount of bloom.
|
||||||
|
Lower values result in stronger bloom effect, and higher values make the
|
||||||
|
effect more subtle.
|
||||||
|
|
||||||
|
The \uicontrol {Tonemapping Lerp} property defines the strength of the
|
||||||
|
overall bloom effect. There is usually no need to adjust this.
|
||||||
|
|
||||||
|
The bloom effect is applied to areas where the lighting is greater than
|
||||||
|
the \uicontrol {Bloom Threshold} value. A value of \c{1.0} corresponds
|
||||||
|
to white in the original render result. Lowering this value causes more
|
||||||
|
areas of the rendered scene to bloom.
|
||||||
|
|
||||||
|
The \uicontrol {Channel Threshold} defines the white point for the
|
||||||
|
image. There is usually no need to adjust this.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Motion Blur
|
||||||
|
\li \image effect-motion-blur.png "The Motion Blur effect"
|
||||||
|
\li A motion blur effect that creates an apparent streaking for rapidly
|
||||||
|
moving objects in the scene.
|
||||||
|
|
||||||
|
\note Only has a visible effect if the background of the scene is set to
|
||||||
|
be transparent in the \uicontrol {Background Mode} field of the
|
||||||
|
\uicontrol {Scene Environment} component. Otherwise, the clear color of
|
||||||
|
the background hides the blur. For more information, see \l {Setting
|
||||||
|
Scene Environment}.
|
||||||
|
|
||||||
|
The \uicontrol {Fade Amount} property defines the fade speed of the
|
||||||
|
trail.
|
||||||
|
|
||||||
|
The \uicontrol Quality property can be adjusted to specify the quality
|
||||||
|
of the blur. Increasing quality will have impact on performance.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Scatter
|
||||||
|
\li \image effect-scatter.png "The Scatter effect"
|
||||||
|
\li A noise effect that scatters the pixels in a scene to create
|
||||||
|
a blurry or smeared appearance. Without changing the color of each
|
||||||
|
individual pixel, the effect redistributes the pixels randomly but in
|
||||||
|
the same general area as their original positions.
|
||||||
|
|
||||||
|
The \uicontrol {Noise Sample Texture} functions as the scatter noise
|
||||||
|
texture map.
|
||||||
|
|
||||||
|
The \uicontrol Amount property defines how much to scatter, while
|
||||||
|
\uicontrol Direction sets the direction in which to scatter the pixels.
|
||||||
|
Set to \c 0 for both horizontal and vertical, \c 1 for horizontal, and
|
||||||
|
\c 2 for vertical.
|
||||||
|
|
||||||
|
The \uicontrol Randomize property specifies whether scattering changes
|
||||||
|
at each frame or not.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li S-Curve Tonemap
|
||||||
|
\li \image effect-scurve-tonemap.png "The S-Curve Tonemap effect"
|
||||||
|
\li A tonemapping effect that maps the colors in the scene to others to
|
||||||
|
approximate the appearance of high-dynamic-range result.
|
||||||
|
|
||||||
|
The \uicontrol {Shoulder Slope} property defines where highlights lose
|
||||||
|
contrast.
|
||||||
|
|
||||||
|
The \uicontrol {Shoulder Emphasis} property defines the amount of
|
||||||
|
emphasis of the shoulder.
|
||||||
|
|
||||||
|
The \uicontrol {Toe Slope} property defines where shadows lose contrast.
|
||||||
|
|
||||||
|
The \uicontrol {Toe Emphasis} property defines the amount of emphasis
|
||||||
|
of the toe.
|
||||||
|
|
||||||
|
The \uicontrol {Contrast Boost} property enhances or reduces the overall
|
||||||
|
contrast of the tonemap.
|
||||||
|
|
||||||
|
The \uicontrol {Saturation Level} defines the overall saturation level
|
||||||
|
of the tonemap.
|
||||||
|
|
||||||
|
The \uicontrol Gamma property defines the gamma value of the tonemap.
|
||||||
|
|
||||||
|
The \uicontrol {Use Exposure} property specifies whether the \uicontrol
|
||||||
|
{White Point} value or the \uicontrol Exposure value will be used for
|
||||||
|
luminance calculations.
|
||||||
|
|
||||||
|
The \uicontrol {White Point} property defines the value for the white
|
||||||
|
point.
|
||||||
|
|
||||||
|
The \uicontrol Exposure property defines the value for exposure.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Tilt Shift
|
||||||
|
\li \image effect-tilt-shift.png "The Tilt Shift effect"
|
||||||
|
\li A tilt shift blur effect that simulates depth of field in a simple
|
||||||
|
and performant manner. Instead of blurring based on the depth buffer,
|
||||||
|
it blurs everything except for a horizontal or vertical stripe on the
|
||||||
|
layer.
|
||||||
|
|
||||||
|
The \uicontrol {Focus Position} property specifies the placement of the
|
||||||
|
focus bar in normalized coordinates.
|
||||||
|
|
||||||
|
The \uicontrol {Focus Width} property defines a normalized range for
|
||||||
|
Focus Position. Objects within this range will be in focus.
|
||||||
|
|
||||||
|
The \uicontrol {Blur Amount} property defines the amount of blur.
|
||||||
|
Amounts above 4 may cause artifacts.
|
||||||
|
|
||||||
|
The \uicontrol Vertical property changes the direction of the effect
|
||||||
|
from horizontal to vertical, while the \uicontrol Inverted property
|
||||||
|
inverts the blur area, causing the center of the object to become
|
||||||
|
blurred.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Vignette
|
||||||
|
\li \image effect-vignette.png "The Vignette effect"
|
||||||
|
\li A vignette effect that reduces brightness towards the periphery of
|
||||||
|
an object.
|
||||||
|
|
||||||
|
The \uicontrol Strength property defines the strength of vignetting,
|
||||||
|
while \uicontrol Radius specifies its size.
|
||||||
|
|
||||||
|
The \uicontrol Color property defines the color used for the effect.
|
||||||
|
\endtable
|
||||||
|
*/
|
@@ -27,7 +27,7 @@
|
|||||||
|
|
||||||
/*!
|
/*!
|
||||||
\page studio-3d-lights.html
|
\page studio-3d-lights.html
|
||||||
\previouspage studio-3d-texture.html
|
\previouspage studio-3d-effects.html
|
||||||
\nextpage studio-3d-camera.html
|
\nextpage studio-3d-camera.html
|
||||||
|
|
||||||
\title Using Lights
|
\title Using Lights
|
||||||
|
@@ -28,7 +28,7 @@
|
|||||||
/*!
|
/*!
|
||||||
\page studio-3d-texture.html
|
\page studio-3d-texture.html
|
||||||
\previouspage studio-3d-materials.html
|
\previouspage studio-3d-materials.html
|
||||||
\nextpage studio-3d-lights.html
|
\nextpage studio-3d-effects.html
|
||||||
|
|
||||||
\title Attaching Textures to Materials
|
\title Attaching Textures to Materials
|
||||||
|
|
||||||
|