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>
This commit is contained in:
Johanna Vanhatapio
2020-07-08 09:39:14 +03:00
parent 46d703274d
commit 7d68707a01
27 changed files with 379 additions and 6 deletions

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\li \l{Adding Models}
\li \l{Using Materials and Shaders}
\li \l{Attaching Textures to Materials}
\li \l{Applying 3D Effects}
\li \l{Using Lights}
\li \l{Using Scene Camera}
\li \l{Setting Scene Environment}

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\li \l{Setting Node Properties}
\li \l{Adding Models}
\li \l{Using Materials and Shaders}
\li \l{Attaching Textures to Materials}
\li \l{Using Lights}
\li \l{Using Scene Camera}
\li \l{Setting Scene Environment}
\li \l{Attaching Textures to Materials}
\li \l{Applying 3D Effects}
\li \l{Using Lights}
\li \l{Using Scene Camera}
\li \l{Setting Scene Environment}
\endlist
\endlist
\li \l{Previewing}

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You can use a Texture component to specify an image and how it is
mapped to meshes in a 3D scene. Texture components can use image
data either from a file or a Qt Quick QML type.
\li \l {Applying 3D Effects}
You can use 3D effect components to generate post-processing
effects.
\li \l{Using Lights}
You can use several light types as the source of lighting in a

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/****************************************************************************
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** Copyright (C) 2020 The Qt Company Ltd.
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****************************************************************************/
/*!
\page studio-3d-effects.html
\previouspage studio-3d-texture.html
\nextpage studio-3d-lights.html
\title Applying 3D Effects
\QDS provides a set of Qt Quick 3D effects that inherit the types in the
\l {Qt Quick 3D Effects QML Types}{Qt Quick 3D Effects} module.
To apply a visual effect to a component, drag-and-drop an effect from
\uicontrol Library \uicontrol {Qt Quick 3D Effects} under the \uicontrol
{View 3D} object in \uicontrol Navigator. You can apply multiple effects to
one component. The effects you add to the project are listed in \uicontrol
Properties > \uicontrol {Scene Environment} > \uicontrol Effect and are
visible in \uicontrol {Form Editor}.
See the following table for available effects and example images.
\section1 Available Effects
\table
\header
\li 3D Effect
\li Example Image
\li Description
\row
\li Additive Color Gradient
\li \image effect-additive-color-gradient.png "Additive Color Gradient Effect"
\li A gradient with additive color effect that adds a vertical
gradient to the whole scene and then additively blends it with all other
components in a 3D view. Additive blending adds the pixel values of
the gradient and the 3D view, making the result lighter. White areas
do not change, and black areas are the same color as the gradient.
The \uicontrol {Top Color} and \uicontrol {Bottom Color} properties
specify the colors used for the gradient at the top and bottom parts of
the screen.
\row
\li Blur
\li \image effect-blur.png "The Blur effect"
\li A simple one-pass blur.
The \uicontrol Amount property specifies the strength of the blur.
\row
\li Brush Strokes
\li \image effect-brush-strokes.png "The Brush Strokes effect"
\li A brush strokes noise effect that simulates an artistic painting of
the image.
The \uicontrol {Noise Sample Texture} property specifies the brush noise
texture map as a \l Texture.
The \uicontrol Length property specifies how far to offset the image
with the brush.
The \uicontrol Size property specifies the scale of the brush. Smaller
values result in a finer brush.
The \uicontrol Angle property specifies the angle to rotate the brush
noise texture.
\row
\li Chromatic Aberration
\li \image effect-chromatic-aberration.png "The Chromatic Aberration effect"
\li A chromatic aberration effect.
In real life, chromatic aberration is an optical phenomenon causing
color fringes in high contrast areas. These color fringes are
caused by different colors refracting at different angles splitting
white light into a spectrum, which is referred to as dispersion.
The \uicontrol {Mask Texture} property specifies a grayscale texture to
control the position and the strength of the effect. The effect is
strongest in white areas and weakest in black areas.
The \uicontrol Amount property defines the amount of aberration.
A negative value inverses the effect.
Dispersion scales in relation to the distance from the value of
the \uicontrol {Focus Depth} property.
\row
\li Color Master
\li \image effect-color-master.png "The Color Master effect"
\li A color adjustment effect.
The \uicontrol {Red Strength}, \uicontrol {Green Strength} and
\uicontrol {Blue Strength} properties can be used to adjust each color
separately, and the \uicontrol Saturation property to adjust the
strength of the overall saturation of the scene.
\row
\li Depth Of Field HQ Blur
\li \image effect-depth-of-field-hq-blur.png "The Depth of Field HQ Blur effect"
\li A depth-based blur effect that performs a gradient blur on regions
of the image based on their deviation from a specified distance from the
camera.
The \uicontrol {Blur Amount} property defines the strength of blur when
out of focus.
The \uicontrol {Focus Distance} property specifies the distance from the
camera where the content is in perfect focus.
The \uicontrol {Focus Range} property specifies the distance around the
\uicontrol {Focus Distance} where items are fully in focus. The focus
then fades away to fully blurred by the same distance on both the near
and far sides.
\row
\li Desaturate
\li \image effect-desaturate.png "The Desaturate effect"
\li A desaturating effect that decreases the intensity of all colors in
the scene.
The \uicontrol Amount property defines the amount of desaturation.
\row
\li Distortion Ripple
\li \image effect-distortion-ripple.png "The Distortion Ripple effect"
\li A distortion effect that adds circular ripples, moving away
from the center of the effect.
The \uicontrol Radius specifies the spread between ripples.
The \uicontrol Width property specifies the width of a ripple, while
\uicontrol Height defines the amount of distortion.
The \uicontrol Phase property specifies the offset of each wave. Animate
this property to see the waves move.
The \uicontrol Center property defines the focus point of the
distortion.
\row
\li Distortion Sphere
\li \image effect-distortion-sphere.png "The Distortion Sphere effect"
\li A distortion effect that creates a 3D effect of wrapping the
scene around a spherical shape.
The \uicontrol Radius property specifies the area of distortion, while
\uicontrol Height defines the amount of distortion.
The \uicontrol Center property defines the focus point of the
distortion.
\row
\li Distortion Spiral
\li \image effect-distortion-spiral.png "The Distortion Spiral effect"
\li A distortion effect that creates a spiral-shaped distortion.
The \uicontrol Radius property defines the area of distortion, while
\uicontrol Strength defines the amount of distortion.
The \uicontrol Center property defines the focus point of the
distortion.
\row
\li Edge Detect
\li \image effect-edge-detect.png "The Edge Detect effect"
\li An edge highlighting effect that turns smooth, unchanging areas of
the scene darker, while areas of the scene with sharp color changes are
brightened to highlight the edges.
The \uicontrol Strength property defines the strength of the edge
highlighting.
\row
\li Emboss
\li \image effect-emboss.png "The Emboss effect"
\li An emboss effect that replaces each pixel either by a highlight or a
shadow, depending on the light/dark boundaries on the scene.
Low contrast areas are replaced by a gray background. The embossed
result represents the rate of color change at each location.
The \uicontrol Amount property defines the strength of the emboss
effect.
\row
\li Flip
\li \image effect-flip.png "The Flip effect"
\li An effect that flips the whole scene either horizontally,
vertically, or in both directions.
The \uicontrol {Horizontal} and \uicontrol {Vertical} properties define
the direction of the flip.
\row
\li Fxaa
\li \image effect-fxaa.png "The Fxaa effect"
\li A fast approximate anti-aliasing effect that removes some of the
artifacts from the image without impacting performance as heavily as
super-sampling would.
\row
\li Gaussian Blur
\li \image effect-gaussian-blur.png "The Gaussian Blur effect"
\li A two-pass gaussian blur effect that blurs all objects in the scene
evenly. To keep the effect performant, large blur amount produces a
mosaic result instead of smooth blurriness.
The \uicontrol Amount property defines the strength of the blur.
\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).
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.
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
*/

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/*!
\page studio-3d-lights.html
\previouspage studio-3d-texture.html
\previouspage studio-3d-effects.html
\nextpage studio-3d-camera.html
\title Using Lights

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/*!
\page studio-3d-texture.html
\previouspage studio-3d-materials.html
\nextpage studio-3d-lights.html
\nextpage studio-3d-effects.html
\title Attaching Textures to Materials