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MetalRoughMaterial QML Type

This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 3 and OpenGL ES 3.

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MetalRoughMaterial QML Type

Detailed Description

 

Property Documentation

 

ambientOcclusion : Texture

Holds the current ambient occlusion map texture of the material. This can only be a texture, otherwise it is ignored. By default this map is not set.

baseColor : variant

Holds the current base color of the material. This can be either a plain color value or a texture. By default the value of this property is "grey".

metalness : variant

Holds the current metalness level of the material, as a value between 0 (purely dielectric, the default) and 1 (purely metallic). This can be either a plain uniform value or a texture. By default the value of this property is 0.

normal : Texture

Holds the current normal map texture of the material. This can only be a texture, otherwise it is ignored. By default this map is not set.

roughness : variant

Holds the current roughness level of the material. This can be either a plain uniform value or a texture. By default the value of this property is 0.

textureScale : real

Holds the current texture scale. It is applied as a multiplier to texture coordinates at render time. Defaults to 1.0.

When used in conjunction with WrapMode.Repeat, textureScale provides a simple way to tile a texture across a surface. For example, a texture scale of 4.0 would result in 16 (4x4) tiles.

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