diff --git a/leitfaden.typ b/leitfaden.typ index 91d1a0a4fcc4576cb47a5c09ed5b0fe6a14d7886..a7ee08c9e2a1de33dcf3fa178ff3e69aa0bbe283 100644 --- a/leitfaden.typ +++ b/leitfaden.typ @@ -64,7 +64,8 @@ _normal_ map (in which direction is light emitted), _specular_ map (how much does the reflection use the light color instead of the diffuse color), but there are several other types. Models also have a material, with many more properties to change its appearance. -You can see the influence of many common properties in #link("https://docs.blender.org/manual/en/4.0/render/shader_nodes/shader/principled.html")[the blender documentation for physically based rendering (PBR)]. +You can see the influence of many common properties in #link("https://google.github.io/filament/Material%20Properties.pdf")[these examples for common properties]. +Additional documentation including rarer properties are in #link("https://docs.blender.org/manual/en/4.0/render/shader_nodes/shader/principled.html")[the blender documentation for physically based rendering (PBR)]. Note, that advanced shadered materials from 3D software are usually not exportable to game engines. This is in part because of lack of standardized formats, but also because games require real-time rendering, which heavily restricts how complex graphics can be.