Qt Quick 3D - Principled Material Example▲
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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import
QtQuick
import
QtQuick.Controls
import
QtQuick.Layouts
import
QtQuick3D
// qmllint disable missing-property
// Disabling missing-property because the targetMaterial property
// will either be a PrincipaledMaterial or SpecularGlossyMaterial
// but the shared properties are not part of the common base class
ScrollView
{
id
:
rootView
required property
PrincipledMaterial principledMaterial
required property
SpecularGlossyMaterial specularGlossyMaterial
ScrollBar.horizontal.policy
:
ScrollBar.AlwaysOff
width
:
availableWidth
property
bool
specularGlossyMode
:
false
ColumnLayout
{
width
:
rootView.availableWidth
MarkdownLabel {
text
:
`# The Basics
PrincipledMaterial is a Physically Based Rendering (PBR) material that follows
the Metal/
Roughness workflow. This section
describes the basics of using the
fundamental properties
of the PrincipledMaterial. An alternative workflow is
the Specular/
Glossy workflow which works like the PrincipledMaterial and is
called SpecularGlossyMaterial.
`
}
RowLayout
{
Label
{
text
:
"Metalness/Roughness"
}
Switch
{
checked
:
rootView.specularGlossyMode
onCheckedChanged
: {
rootView.
specularGlossyMode =
checked
}
}
Label
{
text
:
"Specular/Glossy"
}
}
ColumnLayout
{
implicitWidth
:
rootView.availableWidth
visible
:
!
rootView.specularGlossyMode
MarkdownLabel {
text
:
`## Base Color
The Base Color property
of the material in the Metal/
Roughness workflow defines
both a diffuse reflected color
for
dielectric (non-
metals) as
well as
the
reflectance value
for
metals. The PrincipledMaterial enables the Base Color to
be defined either as
a single color
, or as
a texture.
### Base Color (Scalar)
`
}
RowLayout
{
Label
{
text
:
"Red ("
+
rootView.principledMaterial.baseColor.r.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
1
value
:
rootView.principledMaterial.baseColor.r
onValueChanged
:
rootView.principledMaterial.baseColor.r =
value
}
}
RowLayout
{
Label
{
text
:
"Green ("
+
rootView.principledMaterial.baseColor.g.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
1
value
:
rootView.principledMaterial.baseColor.g
onValueChanged
:
rootView.principledMaterial.baseColor.g =
value
}
}
RowLayout
{
Label
{
text
:
"Blue ("
+
rootView.principledMaterial.baseColor.b.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
1
value
:
rootView.principledMaterial.baseColor.b
onValueChanged
:
rootView.principledMaterial.baseColor.b =
value
}
}
MarkdownLabel {
text
:
`### Base Color (Map)
When using a texture for
Base Color, it is important to
remember that the final
Base Color value
will be the combination of both the Base Color (Scalar) and the
Base Color Map (Texture). Setting the Base Color (Scaler) to
White, or in other
words 1.0 for
all color
channels, the Colors in the Base Color Map will be exactly
as
intended.
`
}
Button
{
text
:
"Reset Base Color"
onClicked
: {
rootView.
principledMaterial.
baseColor =
"white"
}
}
TextureSourceControl {
defaultTexture
:
"maps/metallic/basecolor.jpg"
onTargetTextureChanged
: {
rootView.
principledMaterial.
baseColorMap =
targetTexture
}
}
VerticalSectionSeparator {}
MarkdownLabel {
text
:
`## Metalness
The Metalness property
of the PrincipledMaterial defines how to
interpret the
Base Color of the material. A value
of 0
means that the material is dielectric
(non-
metal) and Base Color should be interpreted as
diffuse reflected color. If
the Metalness value
is 1
then the material is a raw metal and Base Color should
be interpreted as
reflectance values. For the the most realistic results, this
value
should be either 0
or 1
, but it is possible to
set
values in between to
get
mixed of both for
artistic reasons.`
}
RowLayout
{
Label
{
text
:
"Metalness ("
+
rootView.principledMaterial.metalness.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
1
value
:
rootView.principledMaterial.metalness
onValueChanged
:
rootView.principledMaterial.metalness =
value
}
}
MarkdownLabel {
text
:
`### Metalness (Map)
The Metalness Map property
specifies a texture to
sample the Metalness value
from. Since the Metalness property
is only a single floating point
value
between
0.0 and 1.0, it's only necessary to use a single color channel of the image, or
a greyscale image. By default PrincipledMaterial will use the value
in the blue
channel of the texture, but it's possible to change which color channel is used.
`
}
ComboBox
{
id
:
metalnessChannelComboBox
textRole
:
"text"
valueRole
:
"value"
implicitContentWidthPolicy
:
ComboBox.WidestText
onActivated
:
rootView.principledMaterial.metalnessChannel =
currentValue
Component.onCompleted
:
currentIndex
=
indexOfValue(rootView.principledMaterial.metalnessChannel)
model
:
[
{
value
:
PrincipledMaterial.R, text
:
"Red Channel"
}
,
{
value
:
PrincipledMaterial.G, text
:
"Green Channel"
}
,
{
value
:
PrincipledMaterial.B, text
:
"Blue Channel"
}
,
{
value
:
PrincipledMaterial.A, text
:
"Alpha Channel"
}
]
}
MarkdownLabel {
text
:
`
When using a Metalness Map the value
sampled from
the map file is multiplied by
the value
of the Metalness property. In practice this means that the maximum
Metalness value
possible will be the value
set
by the Metalness map is the
value
in the Metalness property. So most of the time
when
using a Metalness
Map it will make sense to
leave the value
of Metalness to
1.0.
`
}
Button
{
text
:
"Reset Metalness Value"
onClicked
:
rootView.principledMaterial.metalness =
1.0
}
TextureSourceControl {
defaultClearColor
:
"black"
defaultTexture
:
"maps/metallic/metallic.jpg"
onTargetTextureChanged
: {
rootView.
principledMaterial.
metalnessMap =
targetTexture
}
}
VerticalSectionSeparator {}
MarkdownLabel {
text
:
`## Roughness
The Roughness property
defines the amount of irregularities in the surface of
a material. The more irregular a surface is, the more the light
reflecting off
of it will be spread and cause light
diffusion. If the surface instead is smooth
with few surface irregularity then light
will be reflected in a more focused and
intense manner. A value
of 0.0 means that the surface is smooth
and reflective as
a mirror, and a value
of 1.0 means that the surface is so rough its hard for
light
to
be reflected at all.`
}
RowLayout
{
Label
{
text
:
"Roughness ("
+
rootView.principledMaterial.roughness.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
1
value
:
rootView.principledMaterial.roughness
onValueChanged
:
rootView.principledMaterial.roughness =
value
}
}
MarkdownLabel {
text
:
`### Roughness (Map)
The Roughness Map property
specifies a texture to
sample the Roughness value
from. Since the Roughness property
is only a single floating point
value
between
0.0 and 1.0, it's only necessary to use a single color channel of the image, or
a greyscale image. By default PrincipledMaterial will use the value
in the green
channel of the texture, but it's possible to change which color channel is used.
`
}
ComboBox
{
id
:
roughnessChannelComboBox
textRole
:
"text"
valueRole
:
"value"
implicitContentWidthPolicy
:
ComboBox.WidestText
onActivated
:
rootView.principledMaterial.roughnessChannel =
currentValue
Component.onCompleted
:
currentIndex
=
indexOfValue(rootView.principledMaterial.roughnessChannel)
model
:
[
{
value
:
PrincipledMaterial.R, text
:
"Red Channel"
}
,
{
value
:
PrincipledMaterial.G, text
:
"Green Channel"
}
,
{
value
:
PrincipledMaterial.B, text
:
"Blue Channel"
}
,
{
value
:
PrincipledMaterial.A, text
:
"Alpha Channel"
}
]
}
MarkdownLabel {
text
:
`
When using a Roughness Map the value
sampled from
the map file is multiplied by
the value
of the Roughness property. In practice this means that the maximum
Roughness value
possible will be the value
set
by the Roughness map is the
value
in the Roughness property. So most of the time
when
using a Roughness
Map it will make sense to
leave the value
of Roughness to
1.0.
`
}
Button
{
text
:
"Reset Roughness Value"
onClicked
:
rootView.principledMaterial.roughness =
1.0
}
TextureSourceControl {
defaultClearColor
:
"black"
defaultTexture
:
"maps/metallic/roughness.jpg"
onTargetTextureChanged
: {
rootView.
principledMaterial.
roughnessMap =
targetTexture
}
}
}
ColumnLayout
{
implicitWidth
:
rootView.availableWidth
visible
:
rootView.specularGlossyMode
MarkdownLabel {
text
:
`## Albedo Color
The Albedo Color property
of the material in the Specular/
Glossy workflow defines
both a diffuse color
without reflectance values. The SpecularGlossyMaterial enables
the Albedo Color to
be defined either as
a single color
, or as
a texture.
### Albedo Color (Scalar)
`
}
RowLayout
{
Label
{
text
:
"Red ("
+
rootView.specularGlossyMaterial.baseColor.r.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
1
value
:
rootView.specularGlossyMaterial.albedoColor.r
onValueChanged
:
rootView.specularGlossyMaterial.albedoColor.r =
value
}
}
RowLayout
{
Label
{
text
:
"Green ("
+
rootView.specularGlossyMaterial.albedoColor.g.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
1
value
:
rootView.specularGlossyMaterial.albedoColor.g
onValueChanged
:
rootView.specularGlossyMaterial.albedoColor.g =
value
}
}
RowLayout
{
Label
{
text
:
"Blue ("
+
rootView.specularGlossyMaterial.albedoColor.b.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
1
value
:
rootView.specularGlossyMaterial.albedoColor.b
onValueChanged
:
rootView.specularGlossyMaterial.albedoColor.b =
value
}
}
MarkdownLabel {
text
:
`### Albedo (Map)
When using a texture for
Albedo Color, it is important to
remember that the final
Albedo Color value
will be the combination of both the Albedo Color (Scalar) and the
Albedo Color Map (Texture). Setting the Albedo Color (Scaler) to
White, or in other
words 1.0 for
all color
channels, the Colors in the Albedo Map will be exactly
as
intended.
`
}
Button
{
text
:
"Reset Albedo Color"
onClicked
: {
rootView.
specularGlossyMaterial.
albedoColor =
"white"
}
}
TextureSourceControl {
defaultTexture
:
"maps/metallic/basecolor.jpg"
onTargetTextureChanged
: {
rootView.
specularGlossyMaterial.
albedoMap =
targetTexture
}
}
VerticalSectionSeparator {}
MarkdownLabel {
text
:
`## Specular Color
The Specular Color property
of the SpecularGlossyMaterial defines the reflectance
Color of the material.`
}
RowLayout
{
Label
{
text
:
"Red ("
+
rootView.specularGlossyMaterial.specularColor.r.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
1
value
:
rootView.specularGlossyMaterial.specularColor.r
onValueChanged
:
rootView.specularGlossyMaterial.specularColor.r =
value
}
}
RowLayout
{
Label
{
text
:
"Green ("
+
rootView.specularGlossyMaterial.specularColor.g.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
1
value
:
rootView.specularGlossyMaterial.specularColor.g
onValueChanged
:
rootView.specularGlossyMaterial.specularColor.g =
value
}
}
RowLayout
{
Label
{
text
:
"Blue ("
+
rootView.specularGlossyMaterial.specularColor.b.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
1
value
:
rootView.specularGlossyMaterial.specularColor.b
onValueChanged
:
rootView.specularGlossyMaterial.specularColor.b =
value
}
}
MarkdownLabel {
text
:
`### Specular (Map)
The Specular Map property
specifies a texture to
sample the Specular color
value
from. When using a Specular Map the value
sampled from
the map file is multiplied
by the value
of the Specular Color property. In practice this means that the maximum
Specular value
possible will be the value
set
by the Specular map is the
value
in the Specular color
property. So most of the time
when
using a Specular
Map it will make sense to
leave the value
of Specular to
1.0.
`
}
Button
{
text
:
"Reset Specular Color Value"
onClicked
:
rootView.specularGlossyMaterial.specularColor =
"white"
}
TextureSourceControl {
defaultClearColor
:
"black"
defaultTexture
:
"maps/metallic/metallic.jpg"
onTargetTextureChanged
: {
rootView.
specularGlossyMaterial.
specularMap =
targetTexture
}
}
VerticalSectionSeparator {}
MarkdownLabel {
text
:
`## Glossiness
The Glossiness property
defines the amount of irregularities in the surface of
a material. The more irregular a surface is, the more the light
reflecting off
of it will be spread and cause light
diffusion. If the surface instead is smooth
with few surface irregularity then light
will be reflected in a more focused and
intense manner. A value
of 1.0 means that the surface is smooth
and reflective as
a mirror, and a value
of 0.0 means that the surface is so rough its hard for
light
to
be reflected at all.`
}
RowLayout
{
Label
{
text
:
"Glossiness ("
+
rootView.specularGlossyMaterial.glossiness.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
1
value
:
rootView.specularGlossyMaterial.glossiness
onValueChanged
:
rootView.specularGlossyMaterial.glossiness =
value
}
}
MarkdownLabel {
text
:
`### Glossiness (Map)
The Glossiness Map property
specifies a texture to
sample the Glossiness value
from. Since the Glossiness property
is only a single floating point
value
between
0.0 and 1.0, it's only necessary to use a single color channel of the image, or
a greyscale image. By default SpecularGlossyMaterial will use the value
in the alpha
channel of the texture, but it's possible to change which color channel is used.
`
}
ComboBox
{
textRole
:
"text"
valueRole
:
"value"
implicitContentWidthPolicy
:
ComboBox.WidestText
onActivated
:
rootView.specularGlossyMaterial.glossinessChannel =
currentValue
Component.onCompleted
:
currentIndex
=
indexOfValue(rootView.specularGlossyMaterial.glossinessChannel)
model
:
[
{
value
:
SpecularGlossyMaterial.R, text
:
"Red Channel"
}
,
{
value
:
SpecularGlossyMaterial.G, text
:
"Green Channel"
}
,
{
value
:
SpecularGlossyMaterial.B, text
:
"Blue Channel"
}
,
{
value
:
SpecularGlossyMaterial.A, text
:
"Alpha Channel"
}
]
}
MarkdownLabel {
text
:
`
When using a Glossiness Map the value
sampled from
the map file is multiplied by
the value
of the Glossiness property. In practice this means that the maximum
Glossiness value
possible will be the value
set
by the Glossiness map is the
value
in the Glossiness property. So most of the time
when
using a Glossiness
Map it will make sense to
leave the value
of Glossiness to
1.0.
`
}
Button
{
text
:
"Reset Glossiness Value"
onClicked
:
rootView.specularGlossyMaterial.glossiness =
1.0
}
TextureSourceControl {
defaultClearColor
:
"white"
defaultTexture
:
"maps/metallic/roughness.jpg"
onTargetTextureChanged
: {
rootView.
specularGlossyMaterial.
glossinessMap =
targetTexture
}
}
}
}
}
// qmllint enable missing-property