Material QML Type

Lets you define material for the 3D item. 更多...

import 语句: import QtQuick3D 1.15
继承:

Object3D

继承者:

CustomMaterial , DefaultMaterial ,和 PrincipledMaterial

特性

详细描述

特性文档编制

cullMode : enumeration

This property defines whether culling is enabled and which mode is actually enabled.

FrontFace means polygons' winding is clockwise in window coordinates and BackFace means otherwise.

常量 描述
Material.BackFaceCulling Default; Backface will not be rendered.
Material.FrontFaceCulling Frontface will not be rendered.
Material.NoCulling Both faces will be rendered.

displacementAmount : real

This property controls the offset amount for the Material::displacmentMap.

displacementMap : Texture

This property defines grayscale image used to offset the vertices of geometry across the surface of the material. Brighter pixels indicate raised regions.

注意: Displacement maps require vertices to offset. I.e. the result will be more accurate on a high poly model than on a low poly model.

注意: Displacement maps do not affect the normals of your geometry. To look correct with lighting or reflections you will likely want to also add a matching bump map or normal map to your material.

lightProbe : Texture

This property defines a Texture for overriding or setting an image based lighting Texture for use with this material.

另请参阅 SceneEnvironment::lightProbe .

lightmapIndirect : Texture

This property defines a baked lightmap Texture containing indirect lighting information for this material.

注意: This feature is still in development so there is currently no way to bake lights. The texture currently still uses the UV1 coordinates which is going to change later to UV2.

lightmapRadiosity : Texture

This property defines a baked lightmap Texture containing direct lighting information for this material.

注意: This feature is still in development so there is currently no way to bake lights. The texture currently still uses the UV1 coordinates which is going to change later to UV2.

lightmapShadow : Texture

This property defines a baked lightmap Texture containing shadowing information for this material.

注意: This feature is still in development so there is currently no way to bake lights. The texture currently still uses the UV1 coordinates which is going to change later to UV2.