Doc: Describe 3D Materials
Fixes: QDS-2677 Change-Id: Ia0e617084e4614c194fce0f53c58a6013831cad2 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io> Reviewed-by: Leena Miettinen <riitta-leena.miettinen@qt.io>
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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 3D Materials}
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\li \l{Applying 3D Effects}
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\li \l{Applying 3D Effects}
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\li \l{Using Custom Shaders}
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\li \l{Using Custom Shaders}
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\li \l{Creating Custom Effects and Materials}
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\li \l{Creating Custom Effects and Materials}
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@@ -27,7 +27,7 @@
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/*!
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/*!
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\page studio-3d-effects.html
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\page studio-3d-effects.html
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\previouspage studio-3d-texture.html
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\previouspage studio-3d-materials-types.html
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\nextpage studio-3d-custom-shaders.html
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\nextpage studio-3d-custom-shaders.html
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\title Applying 3D Effects
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\title Applying 3D Effects
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@@ -0,0 +1,399 @@
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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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**
|
||||||
|
** 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-materials-types.html
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\previouspage studio-3d-texture.html
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\nextpage studio-3d-effects.html
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\title Using 3D Materials
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\QDS provides a set of pregenerated Qt Quick 3D materials that can be used
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to create good-looking models quickly and easily.
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To apply a 3D material to a component, drag-and-drop a material from the
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\uicontrol {Qt Quick 3D Materials} tab of \uicontrol Library to a model
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component in \uicontrol Navigator. The materials you add to the model are
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listed in the model component's \uicontrol Properties view.
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Each material has its own set of properties that can be used to further
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define the appearance of the material. For each material the \uicontrol
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{Environment Map} property specifies whether or not
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\l{Selecting the Mapping Method}{environment mapping} is used for
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specular reflection. Use the \uicontrol Texture property to select
|
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|
a texture for the environment map. The \uicontrol {Shadow Map} property
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|
determine whether or not shadow mapping is used for generating realistic
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shadows. You can also select a \uicontrol Texture for shadow mapping.
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|
|
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\section1 Metal Materials
|
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|
|
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The following describes properties of the metal-based materials, which
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include \uicontrol Aluminum, \uicontrol {Aluminum Anod Emis}, \uicontrol
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{Aluminum Anodized}, \uicontrol {Aluminum Brushed}, \uicontrol
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{Aluminum Emissive}, \uicontrol Copper, and \uicontrol
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{Steel Milled Concentric}.
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\section2 Color
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Set the surface tint of the material by specifying the
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\uicontrol {Metal Color} and \uicontrol {Base Color} properties. Use
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the \uicontrol {Emission Color} property to set the color of the glow for
|
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emissive materials. You can either use the color picker or specify an
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RBG value.
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|
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\section2 Reflection
|
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|
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Use the properties under the \uicontrol Reflection tab to specify the
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reflective qualities of the material. For more information on the various
|
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material properties related to reflection, see \l {Using Highlights and
|
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|
Reflections}.
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|
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\list
|
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\target tiling_metal
|
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|
\li Use the \uicontrol {Map Offset} and \uicontrol {Map Scale}
|
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|
properties to define offset and scale for the reflection map. You
|
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can also define a texture for the reflection map by using the
|
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\uicontrol Texture property, and set a the tiling repeat for it
|
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by using the \uicontrol Tiling property.
|
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\li To further define the reflective qualities of the material,
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you can also set the \uicontrol Stretch and \uicontrol Texture
|
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|
properties of \uicontrol Reflection, or define a numerical
|
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|
value for \uicontrol Reflectivity.
|
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\li Set the \uicontrol {Fresnel Power} property to decrease head-on
|
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|
reflections (looking directly at the surface) while maintaining
|
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|
reflections seen at grazing angles.
|
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|
\endlist
|
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|
|
||||||
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\section2 Roughness
|
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|
Use the \uicontrol Roughness properties to determine how light behaves when
|
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|
it comes in contact with material. With zero roughness, light bounces off a
|
||||||
|
material, which makes it appear glossy. Increased roughness causes the light
|
||||||
|
reflected off the material to scatter, which results in a matte appearance.
|
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|
|
||||||
|
\list
|
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|
\li The \uicontrol {Map Offset} \uicontrol {Map Scale} and \uicontrol
|
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|
Texture specify the quality of roughness applied to the material.
|
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|
\li Use the numerical \uicontrol Roughness property to define how
|
||||||
|
glossy or matte the material appears.
|
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|
\endlist
|
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|
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\target emission_metal
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\section2 Emission
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Use the properties under the \uicontrol Emission tab to specify the
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emissive qualities of the material. For more information on properties
|
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|
related to emission, see \l {Self-Illuminating Materials}.
|
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|
\list
|
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\li The \uicontrol Intensity property determines the quantity of light
|
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the surface of material emits.
|
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\li The \uicontrol {Map Texture} property defines a texture for
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emissive map, while the \uicontrol {Mask Texture} defines a
|
||||||
|
texture for emissive mask. Use the \uicontrol {Mask Offset}
|
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|
to set the mask offset for the emissive map.
|
||||||
|
\endlist
|
||||||
|
|
||||||
|
\target bump_metal
|
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\section2 Bump
|
||||||
|
Specify the properties under the \uicontrol Bump tab to simulate fine
|
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|
geometry displacement across the surface of the material. Use the
|
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|
\uicontrol Amount property to set the quantity of displacement, and
|
||||||
|
the \uicontrol Texture property to define a texture for the bump map.
|
||||||
|
For more information, see \l {Simulating Geometry Displacement}.
|
||||||
|
|
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|
\section2 Properties of the Steel Milled Concentric Material
|
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|
|
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|
Another metal, the \uicontrol {Steel Milled Concentric} Material has
|
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|
certain properties that the other materials do not possess:
|
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|
|
||||||
|
\list
|
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|
\li The \uicontrol Anisotropy property stretches the highlight,
|
||||||
|
which simulates minuscule scratches. You can also use a
|
||||||
|
\uicontrol Texture property to define a texture for the anisotropy
|
||||||
|
map.
|
||||||
|
\li The \uicontrol {Index of Refraction} defines how much a ray of
|
||||||
|
transmitted light is bent when it reaches the surface of the
|
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|
material.
|
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|
\endlist
|
||||||
|
|
||||||
|
Under the \uicontrol Textures tab:
|
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|
|
||||||
|
\list
|
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|
\li The \uicontrol Tiling property to set the tiling repeat of the
|
||||||
|
texture maps.
|
||||||
|
\li Use the \uicontrol Diffuse property to set a texture for the
|
||||||
|
diffuse map, and the \uicontrol Anisotropy property to set a
|
||||||
|
texture for the anisotropy map.
|
||||||
|
\endlist
|
||||||
|
|
||||||
|
\section1 Glass Materials
|
||||||
|
|
||||||
|
The following describes properties related to glass-based materials, which
|
||||||
|
include \uicontrol Glass, \uicontrol {Frosted Glass}, \uicontrol
|
||||||
|
{Frosted Glass Single Pass}, and \uicontrol {Glass Refractive}.
|
||||||
|
|
||||||
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\section2 Color
|
||||||
|
|
||||||
|
Set the surface tint of the material by specifying the
|
||||||
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\uicontrol {Glass Color} property. You can also specify the \uicontrol
|
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{Band Light Color} for the \uicontrol {Frosted Glass} material.
|
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|
||||||
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Use the \uicontrol {Glass Color} and \uicontrol {Band Light Color}
|
||||||
|
properties to set the color properties for glass-based materials.
|
||||||
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|
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\target general_glass
|
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\section2 General
|
||||||
|
|
||||||
|
\list
|
||||||
|
\li Set the \uicontrol {Fresnel Power} property to decrease head-on
|
||||||
|
reflections (looking directly at the surface) while maintaining
|
||||||
|
reflections seen at grazing angles.
|
||||||
|
\li Use the \uicontrol Roughness property to determine how light
|
||||||
|
behaves when it comes in contact with material. With zero roughness,
|
||||||
|
light bounces off a material, which makes it appear glossy.
|
||||||
|
Increased roughness causes the light reflected off the material to
|
||||||
|
scatter, which results in a matte appearance.
|
||||||
|
\li The \uicontrol Reflectivity property specifies how much light is
|
||||||
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reflected from the material.
|
||||||
|
\li The \uicontrol {Index of Refraction} defines reflectivity by
|
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determinining how much a ray of transmitted light is bent when it
|
||||||
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reaches the surface of the material.
|
||||||
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\li The \uicontrol {Refract Depth} property sets the refraction depth
|
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for the material.
|
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\li Use the \uicontrol {Minimum Opacity} property to determine the
|
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minimum level of opaqueness for the material.
|
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\li The \uicontrol {Blur size} property sets the amount of blurring
|
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behind the glass.
|
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\endlist
|
||||||
|
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\section2 Bump
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|
||||||
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For frosted glass materials, specify the properties under the
|
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\uicontrol Bump tab to simulate fine geometry displacement across the
|
||||||
|
surface of the material:
|
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|
||||||
|
\list
|
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\li Use the \uicontrol Scale and \uicontrol Bands properties to define
|
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the scale and number of the Bump Bands.
|
||||||
|
\li The \uicontrol Strength property sets the glass bump map strength.
|
||||||
|
\li Use the \uicontrol Internal property to specify whether the bump map
|
||||||
|
should only be used for internal lighting.
|
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\li The \uicontrol Texture property to define a texture for the bump
|
||||||
|
map.
|
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\li The \uicontrol Coordinates property sets the bump coordinates of the
|
||||||
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refraction.
|
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|
\endlist
|
||||||
|
|
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|
For more information, see \l {Simulating Geometry Displacement}.
|
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|
|
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\target rgm_glass
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\section2 Random Gradient Mapping
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For frosted glass materials, you can also specify \uicontrol
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{Random Gradient Maps} by using properties \uicontrol 1D, \uicontrol 2D,
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\uicontrol 3D and \uicontrol 4D. Each of the properties defines a texture
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map used to create the random bumpiness of the material.
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\section2 Band Light
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The outlook of the \uicontrol {Frosted Glass} material can be further
|
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defined by specifying the \uicontrol {Band Light} properties:
|
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\list
|
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|
\li The \uicontrol Fallof property sets the light intensity falloff
|
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rate.
|
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\li The \uicontrol Angle property sets the angle of the light source to
|
||||||
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which the band is perpendicular.
|
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\li You can also set the \uicontrol Brightness of the band light.
|
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\li Use the \uicontrol Position property to set the coordinates for
|
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the band light in the UV space.
|
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\endlist
|
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|
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\section2 Noise
|
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|
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|
For the \uicontrol {Frosted Glass Single Pass} material you can specify
|
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the noise quality by defining the noise \uicontrol Scale property and
|
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setting the noise \uicontrol Coordinates.
|
||||||
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|
||||||
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\section1 Plastic
|
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|
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|
The following describes properties for the available plastic materials,
|
||||||
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which include \uicontrol {Plastic Structured} and \uicontrol {Plastic
|
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|
Struct Emissive}.
|
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|
|
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\section2 Color
|
||||||
|
|
||||||
|
Use the \uicontrol {Diffuse Color} to set the color that the material
|
||||||
|
reflects when illuminated by direct light.
|
||||||
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|
||||||
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The \uicontrol {Emission Color} defines the color of emission for
|
||||||
|
the \uicontrol {Plastic Struct Emissive} material.
|
||||||
|
|
||||||
|
\section2 General
|
||||||
|
|
||||||
|
Plastic materials share some of the properties with glass materials. For
|
||||||
|
descriptions of \uicontrol Roughness and \uicontrol {Index of Refraction}
|
||||||
|
properties, see \l{general_glass} {general properties for glass materials}.
|
||||||
|
\list
|
||||||
|
\li The \uicontrol {Texture scaling} property determines how fast a
|
||||||
|
material is repeated on a surface.
|
||||||
|
\li The \uicontrol {Bump Factor} property sets the strength of bumpiness
|
||||||
|
for glass materials.
|
||||||
|
\endlist
|
||||||
|
|
||||||
|
\section2 Random Gradient Mapping
|
||||||
|
|
||||||
|
See \l {rgm_glass}{Random Gradient Mapping for Glass Materials}.
|
||||||
|
|
||||||
|
\section2 Emission
|
||||||
|
|
||||||
|
The properties of emission for glass materials are similar to those of
|
||||||
|
metal materials. For decription of emission properties, see
|
||||||
|
\l{emission_metal} {emission properties for metal materials}.
|
||||||
|
|
||||||
|
\section1 Paper Materials
|
||||||
|
|
||||||
|
The following describes properties for the available paper materials,
|
||||||
|
which include \uicontrol {Paper Artistic} and \uicontrol {Paper Office}.
|
||||||
|
|
||||||
|
\section2 Color
|
||||||
|
|
||||||
|
Set the surface tint for the \uicontrol {Paper Office} material by
|
||||||
|
specifying the \uicontrol {Paper Color} property.
|
||||||
|
|
||||||
|
\section2 Transmission
|
||||||
|
|
||||||
|
Specify the \uicontrol Transmission settings to define the outlook of light
|
||||||
|
passing through the material. The \uicontrol {Transmission Weight}
|
||||||
|
property specifies how much light scatters through the surface of the
|
||||||
|
material, while the \uicontrol {Reflection Weight} sets the luminance of
|
||||||
|
highlights and reflections.
|
||||||
|
|
||||||
|
\section2 General
|
||||||
|
\list
|
||||||
|
\li The \uicontrol {Translucency Falloff} sets the point of decline for
|
||||||
|
translucency of the material.
|
||||||
|
\li The \uicontrol Opacity property sets the material's level of
|
||||||
|
opaqueness.
|
||||||
|
\li For the description of \uicontrol {Texture Tiling} properties, see
|
||||||
|
\l {tiling_metal} {tiling for metal materials}.
|
||||||
|
\endlist
|
||||||
|
|
||||||
|
\section2 Diffuse Map
|
||||||
|
|
||||||
|
Use the \uicontrol {Light Wrap} property to set the diffuse light bend of
|
||||||
|
the material. The \uicontrol Texture property defines a texture for the
|
||||||
|
diffuse map.
|
||||||
|
|
||||||
|
\section2 Bump
|
||||||
|
|
||||||
|
For the description of \uicontrol Bump properties, see \l {bump_metal}
|
||||||
|
{properties for metal materials}.
|
||||||
|
|
||||||
|
\section1 Available Materials
|
||||||
|
|
||||||
|
See the following table for available materials.
|
||||||
|
|
||||||
|
\table
|
||||||
|
\header
|
||||||
|
\li Material
|
||||||
|
\li Example Image
|
||||||
|
\li Description
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Aluminum
|
||||||
|
\li \image material-aluminum.png "The Aluminum material"
|
||||||
|
\li A material with the appearance of aluminum.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Aluminum Anod Emis
|
||||||
|
\li \image material-aluminum-anodized-emissive.png "The Aluminum Anodized Emissive material"
|
||||||
|
\li Anodized aluminum with emissive properties.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Aluminum Anodized
|
||||||
|
\li \image material-aluminum-anodized.png "The Anodized Aluminum material"
|
||||||
|
\li Anodized aluminum.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Aluminum Brushed
|
||||||
|
\li \image material-aluminum-brushed.png "The Brushed Aluminum material"
|
||||||
|
\li Brushed aluminum.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Aluminum Emissive
|
||||||
|
\li \image material-aluminum-emissive.png "The Aluminum Emissive material"
|
||||||
|
\li Aluminum with emissive properties.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Copper
|
||||||
|
\li \image material-copper.png "The Copper material"
|
||||||
|
\li A material with the appearance of copper.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Glass
|
||||||
|
\li \image material-glass.png "The Glass material"
|
||||||
|
\li A material with the appearance of glass.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Frosted glass
|
||||||
|
\li \image material-frosted-glass.png "The Frosted Glass material"
|
||||||
|
\li Frosted glass.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Frosted Glass Single Pass
|
||||||
|
\li \image material-frosted-glass-single-pass.png "The Frosted Glass Single Pass material"
|
||||||
|
\li A single-pass frosted glass.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Glass Refractive
|
||||||
|
\li \image material-refractive-glass.png "The Glass Refractive material"
|
||||||
|
\li Refractive glass.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Paper Artistic
|
||||||
|
\li \image material-artistic-paper.png "The Paper Artistic material"
|
||||||
|
\li A paper material with an artistic finishing.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Paper Office
|
||||||
|
\li \image material-office-paper.png "The Paper Office material"
|
||||||
|
\li A paper material with an office-style finishing.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Plastic Struct Emissive
|
||||||
|
\li \image material-red-plastic-structured-emissive.png The Plastic Structured Emissive material"
|
||||||
|
\li A red structured plastic material with emissive properties.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Plastic Structured
|
||||||
|
\li \image material-red-plastic-structured.png "The Plastic Structured material"
|
||||||
|
\li A red structured plastic material.
|
||||||
|
|
||||||
|
\row
|
||||||
|
\li Steel Milled Concentric
|
||||||
|
\li \image material-steel-milled-concentric.png "The Steel Milled Concentric material"
|
||||||
|
\li A milled concentric steel material.
|
||||||
|
\endtable
|
||||||
|
*/
|
@@ -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-effects.html
|
\nextpage studio-3d-materials-types.html
|
||||||
|
|
||||||
\title Attaching Textures to Materials
|
\title Attaching Textures to Materials
|
||||||
|
|
||||||
@@ -112,9 +112,12 @@
|
|||||||
|
|
||||||
\section1 Applying Textures to Materials
|
\section1 Applying Textures to Materials
|
||||||
|
|
||||||
You drag and drop an image from \uicontrol Library > \uicontrol Assets
|
Drag and drop an image from \uicontrol Library > \uicontrol Assets
|
||||||
on a material to create and set the texture automatically, or you can use
|
on a material to create and set the texture automatically, or use
|
||||||
a Texture component.
|
a Texture component. For a default material the created \uicontrol Texture
|
||||||
|
is assigned to the \uicontrol {Diffuse Map} property and for a principled
|
||||||
|
material to the \uicontrol {Base Color Map}. For a custom material, you
|
||||||
|
must assign the texture to a map.
|
||||||
|
|
||||||
To use Texture components to apply textures to materials:
|
To use Texture components to apply textures to materials:
|
||||||
|
|
||||||
|