diff --git a/tutorials/3d/standard_material_3d.rst b/tutorials/3d/standard_material_3d.rst index 9eb5915add7..aa6674dfc4e 100644 --- a/tutorials/3d/standard_material_3d.rst +++ b/tutorials/3d/standard_material_3d.rst @@ -732,18 +732,18 @@ features such as the ability to cast shadows. **Pixel Dither**). **Pixel Alpha** mode: The actual transparency of a pixel of the object changes -with distance to the camera. This is the most effect, but forces the material +with distance to the camera. This is the smoothest fade, but forces the material into the transparency pipeline (which leads, for example, to no shadows). .. image:: img/standart_material_distance_fade_pixel_alpha_mode.webp -**Pixel Dither** mode: What this does is sort of approximate the transparency -by only having a fraction of the pixels rendered. +**Pixel Dither** mode: This approximates transparency by only having a fraction +of the pixels rendered using a 4x4 Bayer matrix (ordered dithering). .. image:: img/standart_material_distance_fade_pixel_dither_mode.webp -**Object Dither** mode: Like the previous mode, but the calculated transparency -is the same across the entire object's surface. +**Object Dither** mode: Like the previous mode, but the calculated transparency, +and therefore dither pattern, is the same across the entire object's surface. .. image:: img/standart_material_distance_fade_object_dither_mode.webp