forked from qt-creator/qt-creator
Doc: Add content library, texture view docs
- Document content library - Document texture library - Update Material browser docs Task-number: QDS-8369 Change-Id: I162a3f105dc227a93b9cea3566996d0ab7c51eaf Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io> Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io>
This commit is contained in:
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/*!
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/*!
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\page creator-open-documents-view.html
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\page creator-open-documents-view.html
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\previouspage creator-file-system-view.html
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\previouspage creator-file-system-view.html
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\if defined(qtdesignstudio)
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\nextpage studio-content-library.html
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\else
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\nextpage creator-output-panes.html
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\nextpage creator-output-panes.html
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\endif
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\title Open Documents
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\title Open Documents
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\li \l{Projects}
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\li \l{Projects}
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\li \l{File System}
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\li \l{File System}
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\li \l{Open Documents}
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\li \l{Open Documents}
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\li \l{Content Library}
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\li \l{Texture Editor}
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\endlist
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\endlist
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\li \l{Managing Workspaces}
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\li \l{Managing Workspaces}
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\li \l{Managing Sessions}
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\li \l{Managing Sessions}
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doc/qtdesignstudio/src/views/studio-content-library.qdoc
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doc/qtdesignstudio/src/views/studio-content-library.qdoc
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// Copyright (C) 2022 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
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/*!
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\page studio-content-library.html
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\previouspage creator-open-documents-view.html
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\nextpage studio-texture-editor.html
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\title Content Library
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\note The \uicontrol {Content Library} view is included in the
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\l{https://www.qt.io/pricing}{Qt Design Studio Enterprise license}.
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The \uicontrol{Content Library} view contains material, texture, and
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environment bundles with assets that you can use in your project. When you
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have added an asset from \uicontrol {Content Library}, you can use it in
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your project.
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\image content-library.webp
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\section1 Adding a Material to Your Project
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You can use materials on 3D models.
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To add a material from the \uicontrol {Content Library} view to your
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project, do one of the following:
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\list
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\li Select the \inlineimage icons/plus.png
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next to the material in the \uicontrol {Content Library} view.
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\li Right-click the material in the \uicontrol {Content Library} view and
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select \uicontrol{Add an instance to the project}.
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\endlist
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You can also add a material to a 3D model straight from the \uicontrol {Content Library} view.
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This also adds the material to the project.
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To add a material to a 3D model, do one of the following:
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\list
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\li Drag the material from the \uicontrol {Content Library} view to a 3D
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model in the \uicontrol 3D or \uicontrol Navigator view.
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\li With a 3D model selected, right-click the material in the
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\uicontrol {Content Library} view and select \uicontrol{Apply to selected}.
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\endlist
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\section1 Adding a Texture or Environment to Your Project
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To add a texture or environment to your project, right-click the image
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in the \uicontrol {Content Library} view and select one of the options:
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\list
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\li \uicontrol {Add image}. This adds the image as an asset to your project. You can
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access the image from the \uicontrol Assets view.
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\li \uicontrol {Add texture}. This adds the image as a texture to your project. You can
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access the texture from the \uicontrol Textures section in the \uicontrol{Material Browser}
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view.
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\li \uicontrol {Add light probe}. This adds the image as a light probe for your scene, using
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the image to illuminate the scene and as a skybox. When you set an image as light probe, the
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following properties are set for \uicontrol {Scene Environment}:
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\list
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\li \uicontrol Background Mode is set to skybox.
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\li \uicontrol {Light Probe} > \uicontrol Image is set to the selected texture.
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\endlist
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\endlist
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*/
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@@ -10,11 +10,13 @@
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\title Material Editor and Browser
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\title Material Editor and Browser
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In the \uicontrol {Material Editor} and \uicontrol {Material Browser} views,
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In the \uicontrol {Material Editor} and \uicontrol {Material Browser} views,
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you create and manage materials.
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you create and manage materials and textures.
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\image material-editor-browser.webp "Material Editor and Browser"
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\image material-editor-browser.webp "Material Editor and Browser"
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\section1 Creating a Material
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\section1 Working with Materials
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\section2 Creating a Material
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To create a new material, do one of the following:
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To create a new material, do one of the following:
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.
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.
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\endlist
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\endlist
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\section1 Editing a Material
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\section2 Editing a Material
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To edit a material, select it in \uicontrol{Material Browser} and edit its
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To edit a material, select it in \uicontrol{Material Browser} and edit its
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properties in \uicontrol{Material Editor}. If \uicontrol {Material Editor}
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properties in \uicontrol{Material Editor}. If \uicontrol {Material Editor}
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\li In \uicontrol{Material Browser}, double-click a material.
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\li In \uicontrol{Material Browser}, double-click a material.
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\endlist
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\endlist
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\section1 Assigning a Material to an Object
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\section2 Assigning a Material to an Object
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To assign a material to a 3D object in your project, drag the material from
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To assign a material to a 3D object in your project, drag the material from
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\uicontrol {Material Browser} to the object in the \uicontrol Navigator or
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\uicontrol {Material Browser} to the object in the \uicontrol Navigator or
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. This replaces any material already assigned to the object.
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. This replaces any material already assigned to the object.
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\endlist
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\endlist
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\section1 Removing a Material from an Object
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\section2 Removing a Material from an Object
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To remove an assigned material from an object:
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To remove an assigned material from an object:
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\list 1
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\list 1
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\image materials-remove-material.png
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\image materials-remove-material.png
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\endlist
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\endlist
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\section1 Copying and Pasting Material Properties
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\section2 Copying and Pasting Material Properties
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You can copy properties from one material to another. You can choose if you
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You can copy properties from one material to another. You can choose if you
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want to copy all properties or certain property groups.
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want to copy all properties or certain property groups.
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\note You can't copy material properties between materials of different
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\note You can't copy material properties between materials of different
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material types.
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material types.
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\section1 Using Texture Maps
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\section2 Using Texture Maps
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In \QDS you can add many different texture maps to your material.
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In \QDS you can add many different texture maps to your material.
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the image to \uicontrol{Diffuse Map} in \uicontrol{Material Editor}.
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the image to \uicontrol{Diffuse Map} in \uicontrol{Material Editor}.
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\endlist
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\endlist
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\section2 Using a Reflection Map for Environmental Mapping
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\section3 Using a Reflection Map for Environmental Mapping
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To use a texture for environmental mapping, you need to set the mapping
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To use a texture for environmental mapping, you need to set the mapping
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mode to \e {environment}.
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mode to \e {environment}.
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\uicontrol {Environment}.
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\uicontrol {Environment}.
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\endlist
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\endlist
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\section1 Blending Colors
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\section2 Blending Colors
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To determine how the colors of a model blend with the colors of the models
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To determine how the colors of a model blend with the colors of the models
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behind it, set the \uicontrol {Blend mode} property. To make opaque objects
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behind it, set the \uicontrol {Blend mode} property. To make opaque objects
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For a result with higher contrast, select \uicontrol Overlay, which is a mix
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For a result with higher contrast, select \uicontrol Overlay, which is a mix
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of the multiply and screen modes.
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of the multiply and screen modes.
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\section1 Lighting Materials
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\section2 Lighting Materials
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To set the lighting method for generating a material, use the
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To set the lighting method for generating a material, use the
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\uicontrol Lighting property. Select \uicontrol {Fragment lighting} to
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\uicontrol Lighting property. Select \uicontrol {Fragment lighting} to
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the opacity of the material independently of the model as the value of the
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the opacity of the material independently of the model as the value of the
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\uicontrol Opacity property.
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\uicontrol Opacity property.
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\section1 Self-Illuminating Materials
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\section2 Self-Illuminating Materials
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To set the color and amount of self-illumination for a material, use the
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To set the color and amount of self-illumination for a material, use the
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\uicontrol {Emissive color} and \uicontrol {Emissive factor} properties. In
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\uicontrol {Emissive color} and \uicontrol {Emissive factor} properties. In
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image does not affect the color of the result, while using a color image
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image does not affect the color of the result, while using a color image
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produces glowing regions with the color affected by the emissive map.
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produces glowing regions with the color affected by the emissive map.
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\section1 Using Highlights and Reflections
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\section2 Using Highlights and Reflections
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You can control the highlights and reflections on a material by setting the
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You can control the highlights and reflections on a material by setting the
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properties in the \uicontrol Specular group. You can use the color picker
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properties in the \uicontrol Specular group. You can use the color picker
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highlights and blurring reflections. To control the specular roughness of
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highlights and blurring reflections. To control the specular roughness of
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the material using a Texture, set the \uicontrol {Roughness map property}.
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the material using a Texture, set the \uicontrol {Roughness map property}.
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\section1 Simulating Geometry Displacement
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\section2 Simulating Geometry Displacement
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Specify the properties in the \uicontrol {Bump/Normal} group to simulate
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Specify the properties in the \uicontrol {Bump/Normal} group to simulate
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fine geometry displacement across the surface of the material. Set the
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fine geometry displacement across the surface of the material. Set the
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of the material. The \uicontrol {Displacement amount} property specifies the
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of the material. The \uicontrol {Displacement amount} property specifies the
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offset amount.
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offset amount.
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\section1 Specifying Material Translucency
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\section2 Specifying Material Translucency
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Set the properties in the \uicontrol Translucency group to control how much
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Set the properties in the \uicontrol Translucency group to control how much
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light can pass through the material from behind. To use a grayscale texture,
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light can pass through the material from behind. To use a grayscale texture,
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the angle of the normals of the object to the light source, set
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the angle of the normals of the object to the light source, set
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the \uicontrol {Translucency falloff} property.
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the \uicontrol {Translucency falloff} property.
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\section1 Culling Faces
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\section2 Culling Faces
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Set the \uicontrol {Culling mode} property to determine whether the front
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Set the \uicontrol {Culling mode} property to determine whether the front
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and back faces of a model are rendered. Culling modes check whether the
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and back faces of a model are rendered. Culling modes check whether the
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is not rendered. Culling makes rendering objects quicker and more efficient
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is not rendered. Culling makes rendering objects quicker and more efficient
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by reducing the number of polygons to draw.
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by reducing the number of polygons to draw.
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\section1 Working with Textures
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\target creating texture material browser
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\section2 Creating a Texture
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To create a new texture, do one of the following in
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\uicontrol {Material Browser}:
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\list
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\li Select \inlineimage icons/plus.png
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in the \uicontrol Textures section.
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\li Right-click anywhere in the \uicontrol Textures section and select
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\uicontrol {Create new texture}.
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\endlist
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\note You can also create textures from the \l {Assets} or
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\l {Texture Editor} views.
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\section2 Applying a Texture to a Material
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To apply a texture to a material, select the material in
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\uicontrol {Material Browser} and do one of the following:
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\list
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\li Right-click the texture and select
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\uicontrol {Apply to selected material}.
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\li Drag the texture to a supported property in the
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\uicontrol {Material Editor}
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\endlist
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*/
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*/
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doc/qtdesignstudio/src/views/studio-texture-editor.qdoc
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doc/qtdesignstudio/src/views/studio-texture-editor.qdoc
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// Copyright (C) 2022 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
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/*!
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\page studio-texture-editor.html
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\previouspage studio-content-library.html
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\nextpage creator-project-managing-workspaces.html
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\title Texture Editor
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In the \uicontrol {Texture Editor} view, you create and manage textures.
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\image texture-editor.png
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\section1 Creating a Texture
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To create a texture, select \inlineimage icons/plus.png
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in the \uicontrol {Texture Editor} view.
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\note You can also create textures from the
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\l{creating texture material browser}{Material Browser view}.
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When you create a texture, it is empty. To add an image to the texture,
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do one of the following:
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\list
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\li In the \uicontrol{Texture Editor} view, set the image in the
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\uicontrol Source property.
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\li From the \uicontrol Assets view, drag an image to the
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\uicontrol Source property in the \uicontrol {Texture Editor} view.
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\endlist
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\section1 Applying a Texture to a Material
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To apply a texture to a material, first select the material in the
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\uicontrol {Material Browser} view and then:
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\list 1
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\li Select \inlineimage icons/apply-material.png
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.
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\li Select the material and property that you want to add the texture to.
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\image select-material-property.png
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\endlist
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\note You can also apply textures to materials in the
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\l {Material Editor and Browser}{Material Browser view}.
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*/
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/*!
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/*!
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\page creator-project-managing-workspaces.html
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\page creator-project-managing-workspaces.html
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\if defined(qtdesignstudio)
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\previouspage studio-texture-editor.html
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\else
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\previouspage creator-open-documents-view.html
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\previouspage creator-open-documents-view.html
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\endif
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\nextpage creator-project-managing-sessions.html
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\nextpage creator-project-managing-sessions.html
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\title Managing Workspaces
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\title Managing Workspaces
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Reference in New Issue
Block a user