forked from qt-creator/qt-creator
Doc: Add documentation for Material Editor and Browser
- Add Material Editor and Browser docs - Reorganize and edit current materials docs Task-number: QDS-6991 Change-Id: Ibea128dc48c0c2e167abf36e7700d4516673b45b Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io>
This commit is contained in:
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@@ -39,6 +39,7 @@
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\list
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\list
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\li \l{Form Editor}
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\li \l{Form Editor}
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\li \l{3D Editor}
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\li \l{3D Editor}
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\li \l{Material Editor and Browser}
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\li \l{Components}
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\li \l{Components}
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\li \l{Assets}
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\li \l{Assets}
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\li \l{Navigator}
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\li \l{Navigator}
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@@ -26,7 +26,7 @@
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/*!
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/*!
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\previouspage qtquick-form-editor.html
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\previouspage qtquick-form-editor.html
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\page studio-3d-editor.html
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\page studio-3d-editor.html
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\nextpage quick-components-view.html
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\nextpage studio-material-editor.html
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\title 3D Editor
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\title 3D Editor
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@@ -32,7 +32,7 @@
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\title Materials and Shaders
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\title Materials and Shaders
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\image studio-qtquick-3d-material.png "Material attached to model in Design mode"
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\image studio-qtquick-3d-material.webp "Material attached to model in Design mode"
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Materials and shaders define how object surfaces are rendered in \QDS and
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Materials and shaders define how object surfaces are rendered in \QDS and
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live preview. As you change the properties of materials, new shaders are
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live preview. As you change the properties of materials, new shaders are
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@@ -40,6 +40,10 @@
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a shader depends on a combination of the properties that are set on it, and
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a shader depends on a combination of the properties that are set on it, and
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the context of the scene itself.
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the context of the scene itself.
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It is recommended that you use the \l {Material Editor and Browser} when
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working with materials, but you can also add materials using the components
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library.
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The materials that you used in your imported scenes are imported to \QDS
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The materials that you used in your imported scenes are imported to \QDS
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as \l{Qt Quick 3D} components. When you add a View3D component, it contains
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as \l{Qt Quick 3D} components. When you add a View3D component, it contains
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a DefaultMaterial component. You can use the following predefined Qt Quick
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a DefaultMaterial component. You can use the following predefined Qt Quick
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@@ -62,171 +66,12 @@
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defines an image and how the image is mapped to meshes in a 3D scene. For
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defines an image and how the image is mapped to meshes in a 3D scene. For
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more information, see \l {Textures}.
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more information, see \l {Textures}.
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You can modify material properties in the \uicontrol Properties view, as
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You can create and modify materials in
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instructed in the following sections. The availability of the properties
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\uicontrol {Material Editor} and \uicontrol {Material Browser}. The availability
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depends on the material type.
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of the properties depends on the material type.
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\image studio-qtquick-3d-default-material.png "DefaultMaterial properties"
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\image studio-qtquick-3d-default-material.webp "DefaultMaterial properties"
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To enable the material to use vertex colors from the mesh, select the
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\uicontrol {Enable vertex colors} check box. These are multiplied
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by any other colors specified for the material.
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You can animate material properties in the \uicontrol Timeline view, as
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You can animate material properties in the \uicontrol Timeline view, as
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instructed in \l {Creating Timeline Animations}.
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instructed in \l {Creating Timeline Animations}.
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\section1 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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behind it, set the \uicontrol {Blend mode} property. To make opaque objects
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occlude the objects behind them, select \uicontrol {SourceOver}.
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For a lighter result, select \uicontrol Screen to blend colors using an
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inverted multiply or \uicontrol ColorDodge to blend them by inverted
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division. Color dodge procudes an even lighter result than screen.
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For a darker result, select \uicontrol Multiply to blend colors using a
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multiply or \uicontrol ColorBurn to blend them by inverted division, where
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the result also is inverted. Color burn produces an even darker result than
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multiply.
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The screen and multiply modes are order-independent, so select them to
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avoid \e popping, which can happen when using semi-opaque objects and
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sorting the back and front faces or models.
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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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\section1 Lighting Materials
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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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calculate diffuse and specular lighting for each rendered pixel. Some
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effects, such as Fresnel or a bump map, require fragment lighting.
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To skip lighting calculation, select \uicontrol {No lighting}. This is very
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fast and quite effective when using image maps that do not need to be shaded
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by lighting.
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To set the base color for the material, use the \uicontrol {Diffuse Color}
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property. You can either use the color picker or specify a RBG value. Set
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the diffuse color to black to create purely-specular materials, such as
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metals or mirrors. To apply a texture to a material, set it as the value of
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the \uicontrol {Diffuse map} property. Using a texture with transparency
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also applies the alpha channel as an \uicontrol {Opacity map}. You can set
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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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\section1 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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\uicontrol {Emissive color} and \uicontrol {Emissive factor} properties. In
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a scene with black ambient lighting, a material with an emissive factor of 0
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is black where the light does not shine on it. Setting the emissive factor
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to 1 shows the material in its diffuse color instead.
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To use a Texture for specifying the emissive factor for different parts of
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the material, set the \uicontrol {Emissive map} property. Using a grayscale
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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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\section1 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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properties in the \uicontrol Specular group. You can use the color picker
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or set a RGB value to specify the color used to adjust specular reflections.
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Use white for no effect
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To use a color texture to modulate the amount and the color of specularity
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across the surface of a material, set the \uicontrol {Specular map}
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property. Set the \uicontrol {Specular amount} property to specify the
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strength of specularity. This property does not affect the specular
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reflection map, but it does affect the amount of reflections from a scene's
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light probe.
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\note Unless your mesh is high-resolution, you may need to use fragment
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lighting to get good specular highlights from scene lights.
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To determine how to calculate specular highlights for lights in the scene,
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set the \uicontrol {Specular model}. In addition to the default mode, you
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can use the GGX or Ward lighting model.
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To use a Texture for specular highlighting on a material, set the
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\uicontrol {Reflection map} property. When the texture is applied using
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environmental mapping (not UV mapping), the map appears to be reflecting
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from the environment as you rotate the model. Specular reflection maps are
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an easy way to add a high-quality look at a relatively low cost.
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To specify an image to use as the specular reflection map, set the
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\uicontrol {Light probe} property.
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Crisp images cause your material to look very glossy. The more you
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blur your image, the softer your material appears.
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To decrease head-on reflections (looking directly at the surface)
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while maintaining reflections seen at grazing angles, set the
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\uicontrol {Fresnel power} property. To select the angles to control,
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set the \uicontrol {Index of refraction} property.
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To control the size of the specular highlights generated from lights and the
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clarity of reflections in general, set the \uicontrol {Specular roughness}
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property. Larger values increase the roughness, while softening specular
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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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\section1 Simulating Geometry Displacement
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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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\uicontrol {Bump map} property to use a grayscale texture for the
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simulation. Brighter pixels indicate raised regions.
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To use a RGB image for simulation, set the \uicontrol {Normal map} property.
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The RGB channels indicate XYZ normal deviations.
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The amount of displacement is controlled by the \uicontrol {Bump amount}
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property.
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Bump and normal maps do not affect the silhouette of a model. To affect the
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silhouette, set the \uicontrol {Displacement map} property. It specifies a
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grayscale image used to offset the vertices of geometry across the surface
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of the material. The \uicontrol {Displacement amount} property specifies the
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offset amount.
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\section1 Specifying Material Translucency
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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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specify it as the value of the \uicontrol {Translucency map} property.
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To specify the amount of light wrap for the translucency map, set the
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\uicontrol {Diffuse light wrap} property. A value of 0 does not wrap the
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light at all, while a value of 1 wraps the light all around the object.
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To specify the amount of falloff for the translucency based on
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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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\section1 Culling Faces
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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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points in the polygon appear in clockwise or counter-clockwise order when
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projected onto the screen. If front-facing polygons have a clockwise
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winding, but the polygon projected on the screen has a counter-clockwise
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winding, the projected polygon is rotated to face away from the camera and
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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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\section1 Applying Materials to Models
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To apply materials to models, you should first delete the default material,
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and then drag-and-drop a new material from \l Assets to a model component
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in \l Navigator.
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You can apply the same material to another component as well. Again,
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delete the default material first. You should then select the component and
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go to the \uicontrol Properties view. Find the \uicontrol Materials property,
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select the \inlineimage icons/plus.png
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icon, and choose the new material in the dropdown menu.
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*/
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*/
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@@ -25,7 +25,7 @@
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/*!
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/*!
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||||||
\page quick-components-view.html
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\page quick-components-view.html
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\previouspage studio-3d-editor.html
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\previouspage studio-material-editor.html
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\nextpage quick-assets.html
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\nextpage quick-assets.html
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\title Components
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\title Components
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doc/qtdesignstudio/src/views/studio-material-editor.qdoc
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doc/qtdesignstudio/src/views/studio-material-editor.qdoc
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/****************************************************************************
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**
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** Copyright (C) 2022 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 the Qt Creator documentation.
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**
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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
|
||||||
|
** Foundation and appearing in the file included in the packaging of
|
||||||
|
** this file. Please review the following information to ensure
|
||||||
|
** the GNU Free Documentation License version 1.3 requirements
|
||||||
|
** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
|
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**
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****************************************************************************/
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/*!
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\page studio-material-editor.html
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\previouspage studio-3d-editor.html
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\nextpage quick-components-view.html
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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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you create and manage materials.
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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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To create a new material, do one of the following:
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\list
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\li In \uicontrol {Material Browser}, select \inlineimage icons/plus.png
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||||||
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.
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||||||
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\li In \uicontrol {Material Editor}, select \inlineimage icons/plus.png
|
||||||
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.
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||||||
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\endlist
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||||||
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\section1 Editing a Material
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||||||
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||||||
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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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is closed, open it in one of the following ways:
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||||||
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|
||||||
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\list
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\li In \uicontrol{Navigator}, right-click an object that has the material
|
||||||
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assigned to it and select \uicontrol {Edit Material}.
|
||||||
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\li In \uicontrol{Material Browser}, double-click a material.
|
||||||
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\endlist
|
||||||
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\section1 Assigning a Material to an Object
|
||||||
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|
||||||
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To assign a material to a 3D object in your project, first select the object
|
||||||
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in \uicontrol Navigator or \uicontrol {3D Editor}. Then, do one of the
|
||||||
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following:
|
||||||
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|
||||||
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\list
|
||||||
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\li In \uicontrol {Material Browser}, right-click the material and select
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||||||
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\uicontrol {Apply to Selected}. If there already is any material assigned
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||||||
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to the object, you can select whether to replace the material or to add
|
||||||
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another material to the object.
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||||||
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\li In \uicontrol {Material Editor}, select
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||||||
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\inlineimage icons/apply-material.png
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||||||
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. This replaces any material already assigned to the object.
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||||||
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\endlist
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||||||
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||||||
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\section1 Removing a Material from an Object
|
||||||
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|
||||||
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To remove an assigned material from an object:
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||||||
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\list 1
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||||||
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\li In \uicontrol{Navigator}, select the object.
|
||||||
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\li In \uicontrol{Properties}, select
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||||||
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\inlineimage icons/close.png
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||||||
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next to the material.
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||||||
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\image materials-remove-material.png
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||||||
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\endlist
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||||||
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||||||
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\section1 Using Texture Maps
|
||||||
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|
||||||
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In \QDS you can add many different texture maps to your material.
|
||||||
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|
||||||
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To add a texture map to a material:
|
||||||
|
\list 1
|
||||||
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\li Select the material in \uicontrol{Material Browser}.
|
||||||
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\li From \uicontrol {Assets}, drag an image to the correct map field
|
||||||
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in \uicontrol {Material Editor}. For example, to add a diffuse map, drag
|
||||||
|
the image to \uicontrol{Diffuse Map} in \uicontrol{Material Editor}.
|
||||||
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\endlist
|
||||||
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|
||||||
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\section2 Using a Reflection Map for Environmental Mapping
|
||||||
|
|
||||||
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To use a texture for environmental mapping, you need to set the mapping
|
||||||
|
mode to \e {environment}.
|
||||||
|
|
||||||
|
To add a reflection map for environmental mapping to a material:
|
||||||
|
|
||||||
|
\list 1
|
||||||
|
\li Select the material in \uicontrol {Material Browser}.
|
||||||
|
\li From \uicontrol{Assets}, drag an image to
|
||||||
|
\uicontrol{Reflection Map}.
|
||||||
|
\li In \uicontrol {Navigator}, select
|
||||||
|
\inlineimage icons/filtericon.png
|
||||||
|
and then clear \uicontrol {Show Only Visible Components}. Now the
|
||||||
|
texture you just added to the material is visible in
|
||||||
|
\uicontrol {Navigator}.
|
||||||
|
\image navigator-material-texture.png
|
||||||
|
\li In \uicontrol {Navigator}, select the texture.
|
||||||
|
\li In \uicontrol {Properties}, set \uicontrol {Texture Mapping} to
|
||||||
|
\uicontrol {Environment}.
|
||||||
|
\endlist
|
||||||
|
|
||||||
|
\section1 Blending Colors
|
||||||
|
|
||||||
|
To determine how the colors of a model blend with the colors of the models
|
||||||
|
behind it, set the \uicontrol {Blend mode} property. To make opaque objects
|
||||||
|
occlude the objects behind them, select \uicontrol {SourceOver}.
|
||||||
|
|
||||||
|
For a lighter result, select \uicontrol Screen to blend colors using an
|
||||||
|
inverted multiply or \uicontrol ColorDodge to blend them by inverted
|
||||||
|
division. Color dodge produces an even lighter result than screen.
|
||||||
|
|
||||||
|
For a darker result, select \uicontrol Multiply to blend colors using a
|
||||||
|
multiply or \uicontrol ColorBurn to blend them by inverted division, where
|
||||||
|
the result also is inverted. Color burn produces an even darker result than
|
||||||
|
multiply.
|
||||||
|
|
||||||
|
The screen and multiply modes are order-independent, so select them to
|
||||||
|
avoid \e popping, which can happen when using semi-opaque objects and
|
||||||
|
sorting the back and front faces or models.
|
||||||
|
|
||||||
|
For a result with higher contrast, select \uicontrol Overlay, which is a mix
|
||||||
|
of the multiply and screen modes.
|
||||||
|
|
||||||
|
\section1 Lighting Materials
|
||||||
|
|
||||||
|
To set the lighting method for generating a material, use the
|
||||||
|
\uicontrol Lighting property. Select \uicontrol {Fragment lighting} to
|
||||||
|
calculate diffuse and specular lighting for each rendered pixel. Some
|
||||||
|
effects, such as Fresnel or a bump map, require fragment lighting.
|
||||||
|
|
||||||
|
To skip lighting calculation, select \uicontrol {No lighting}. This is very
|
||||||
|
fast and quite effective when using image maps that do not need to be shaded
|
||||||
|
by lighting.
|
||||||
|
|
||||||
|
To set the base color for the material, use the \uicontrol {Diffuse Color}
|
||||||
|
property. You can either use the color picker or specify a RBG value. Set
|
||||||
|
the diffuse color to black to create purely-specular materials, such as
|
||||||
|
metals or mirrors. To apply a texture to a material, set it as the value of
|
||||||
|
the \uicontrol {Diffuse map} property. Using a texture with transparency
|
||||||
|
also applies the alpha channel as an \uicontrol {Opacity map}. You can set
|
||||||
|
the opacity of the material independently of the model as the value of the
|
||||||
|
\uicontrol Opacity property.
|
||||||
|
|
||||||
|
\section1 Self-Illuminating Materials
|
||||||
|
|
||||||
|
To set the color and amount of self-illumination for a material, use the
|
||||||
|
\uicontrol {Emissive color} and \uicontrol {Emissive factor} properties. In
|
||||||
|
a scene with black ambient lighting, a material with an emissive factor of 0
|
||||||
|
is black where the light does not shine on it. Setting the emissive factor
|
||||||
|
to 1 shows the material in its diffuse color instead.
|
||||||
|
|
||||||
|
To use a Texture for specifying the emissive factor for different parts of
|
||||||
|
the material, set the \uicontrol {Emissive map} property. Using a grayscale
|
||||||
|
image does not affect the color of the result, while using a color image
|
||||||
|
produces glowing regions with the color affected by the emissive map.
|
||||||
|
|
||||||
|
\section1 Using Highlights and Reflections
|
||||||
|
|
||||||
|
You can control the highlights and reflections on a material by setting the
|
||||||
|
properties in the \uicontrol Specular group. You can use the color picker
|
||||||
|
or set a RGB value to specify the color used to adjust specular reflections.
|
||||||
|
Use white for no effect.
|
||||||
|
|
||||||
|
To use a color texture to modulate the amount and the color of specularity
|
||||||
|
across the surface of a material, set the \uicontrol {Specular map}
|
||||||
|
property. Set the \uicontrol {Specular amount} property to specify the
|
||||||
|
strength of specularity. This property does not affect the specular
|
||||||
|
reflection map, but it does affect the amount of reflections from a scene's
|
||||||
|
light probe.
|
||||||
|
|
||||||
|
\note Unless your mesh is high-resolution, you may need to use fragment
|
||||||
|
lighting to get good specular highlights from scene lights.
|
||||||
|
|
||||||
|
To determine how to calculate specular highlights for lights in the scene,
|
||||||
|
set the \uicontrol {Specular model}. In addition to the default mode, you
|
||||||
|
can use the GGX or Ward lighting model.
|
||||||
|
|
||||||
|
To use a Texture for specular highlighting on a material, set the
|
||||||
|
\uicontrol {Reflection map} property. When the texture is applied using
|
||||||
|
environmental mapping (not UV mapping), the map appears to be reflecting
|
||||||
|
from the environment as you rotate the model. Specular reflection maps are
|
||||||
|
an easy way to add a high-quality look at a relatively low cost.
|
||||||
|
|
||||||
|
To specify an image to use as the specular reflection map, set the
|
||||||
|
\uicontrol {Light probe} property.
|
||||||
|
|
||||||
|
Crisp images cause your material to look very glossy. The more you
|
||||||
|
blur your image, the softer your material appears.
|
||||||
|
|
||||||
|
To decrease head-on reflections (looking directly at the surface)
|
||||||
|
while maintaining reflections seen at grazing angles, set the
|
||||||
|
\uicontrol {Fresnel power} property. To select the angles to control,
|
||||||
|
set the \uicontrol {Index of refraction} property.
|
||||||
|
|
||||||
|
To control the size of the specular highlights generated from lights and the
|
||||||
|
clarity of reflections in general, set the \uicontrol {Specular roughness}
|
||||||
|
property. Larger values increase the roughness, while softening specular
|
||||||
|
highlights and blurring reflections. To control the specular roughness of
|
||||||
|
the material using a Texture, set the \uicontrol {Roughness map property}.
|
||||||
|
|
||||||
|
\section1 Simulating Geometry Displacement
|
||||||
|
|
||||||
|
Specify the properties in the \uicontrol {Bump/Normal} group to simulate
|
||||||
|
fine geometry displacement across the surface of the material. Set the
|
||||||
|
\uicontrol {Bump map} property to use a grayscale texture for the
|
||||||
|
simulation. Brighter pixels indicate raised regions.
|
||||||
|
|
||||||
|
To use an image for simulation, set the \uicontrol {Normal map} property.
|
||||||
|
The RGB channels indicate XYZ normal deviations.
|
||||||
|
|
||||||
|
The amount of displacement is controlled by the \uicontrol {Bump amount}
|
||||||
|
property.
|
||||||
|
|
||||||
|
Bump and normal maps do not affect the silhouette of a model. To affect the
|
||||||
|
silhouette, set the \uicontrol {Displacement map} property. It specifies a
|
||||||
|
grayscale image used to offset the vertices of geometry across the surface
|
||||||
|
of the material. The \uicontrol {Displacement amount} property specifies the
|
||||||
|
offset amount.
|
||||||
|
|
||||||
|
\section1 Specifying Material Translucency
|
||||||
|
|
||||||
|
Set the properties in the \uicontrol Translucency group to control how much
|
||||||
|
light can pass through the material from behind. To use a grayscale texture,
|
||||||
|
specify it as the value of the \uicontrol {Translucency map} property.
|
||||||
|
|
||||||
|
To specify the amount of light wrap for the translucency map, set the
|
||||||
|
\uicontrol {Diffuse light wrap} property. A value of 0 does not wrap the
|
||||||
|
light at all, while a value of 1 wraps the light all around the object.
|
||||||
|
|
||||||
|
To specify the amount of falloff for the translucency based on
|
||||||
|
the angle of the normals of the object to the light source, set
|
||||||
|
the \uicontrol {Translucency falloff} property.
|
||||||
|
|
||||||
|
\section1 Culling Faces
|
||||||
|
|
||||||
|
Set the \uicontrol {Culling mode} property to determine whether the front
|
||||||
|
and back faces of a model are rendered. Culling modes check whether the
|
||||||
|
points in the polygon appear in clockwise or counter-clockwise order when
|
||||||
|
projected onto the screen. If front-facing polygons have a clockwise
|
||||||
|
winding, but the polygon projected on the screen has a counter-clockwise
|
||||||
|
winding, the projected polygon is rotated to face away from the camera and
|
||||||
|
is not rendered. Culling makes rendering objects quicker and more efficient
|
||||||
|
by reducing the number of polygons to draw.
|
||||||
|
|
||||||
|
*/
|
Reference in New Issue
Block a user