PrincipledMaterial QML Type

Lets you define a material for 3D items. More...

Import Statement: import QtQuick3D 1.0
Inherits:

Material

Properties

Detailed Description

Before a Model can be rendered in a scene, it must have at least one material to define how the mesh is shaded. The PrincipledMaterial aims to be easy to use and with as few parameters as possible. In addition to having few parameters, all input values are strictly normalized between 0 and 1. Even if you define a PrincipledMaterial with no properties set, a valid mesh will be rendered, because the mesh defines some sensible defaults.

As you change the properties of the PrincipledMaterial, behind the scenes new shaders are generated, and the property values are bound. The complexity of a shader depends on a combination of the properties that are set on it, and the context of the scene itself.

Property Documentation

baseColor : color

This property sets the base color for the material. Depending on the type of material specified (metal or dielectric) the diffuse and specular channels will be set appropriately. For example, a dielectric material will have a diffuse color equal to the base color, while it's specular color, depending on the specular amount, will have a bright specular color. For metals the diffuse and specular channels will be mixed from the base color and have a dark diffuse channel and a specular channel close to the base color.


baseColoreMap : Texture

This property defines a Texture to apply to the material. Using Texture with transparency will also apply the alpha channel as an opacity map.


blendMode : enumeration

This property determines how the colors of the model rendered blends with those behind it.

  • PrincipledMaterial.Normal - Default blend mode. Opaque objects occlude objects behind them.
  • PrincipledMaterial.Screen - Colors are blended using an inverted multiply, producing a lighter result. This blend mode is order-independent; if you are using semi-opaque objects and experiencing 'popping' as faces or models sort differently, using Screen blending is one way to produce results without popping.
  • PrincipledMaterial.Multiply - Colors are blended using a multiply, producing a darker result. This blend mode is also order-independent.
  • PrincipledMaterial.Overlay - A mix of Multiply and Screen modes, producing a result with higher contrast.
  • PrincipledMaterial.ColorBurn - Colors are blended by inverted division where the result also is inverted, producing a darker result. Darker than Multiply.
  • PrincipledMaterial.ColorDodge - Colors are blended by inverted division, producing a lighter result. Lighter than Screen.

emissiveColor : color

This property determines the color of self-illumination for this material.


emissiveMap : Texture

This property sets a Texture to be used to set the emissive power for different parts of the material. Using a grayscale image will not affect the color of the result, while using a color image will produce glowing regions with the color affected by the emissive map.


emissivePower : real

This property determines the amount of self-illumination from the material. In a scene with black ambient lighting a material with 0 emissive power will appear black wherever the light does not shine on it; turning the emissive power to 100 will cause the material to appear as its diffuse color instead.

Note: When you want a material to not be affected by lighting, instead of using 100% emissivePower consider setting the lightingMode to /c PrincipledMaterial::NoLighting for a performance benefit.


indexOfRefraction : real

This property controls what angles of reflections are affected by the fresnelPower.


lighting : enumeration

This property defines which lighting method is used when generating this material.

The default value is PrincipledMaterial.VertexLighting

When using PrincipledMaterial.Fragment, diffuse and specular lighting is calculated for each rendered pixel. This produces better results than PrincipledMaterial.VertexLighting but is slightly more expensive to compute. Certain effects (such as a Fresnel or normal map) require PrincipledMaterial.Fragment lighting to work.

When using PrincipledMaterial.NoLighting no lighting is calculated. This mode is (predictably) very fast, and is quite effective when image maps are used that you do not need to be shaded by lighting.


normalMap : Texture

This property defines an RGB image used to simulate fine geometry displacement across the surface of the material. The RGB channels indicate XYZ normal deviations. The amount of the effect is controlled by the PrincipledMaterial::bumpAmount property.

Note: Normal maps will not affect the silhouette of a model. Use a PrincipledMaterial::displacementMap if this is required.


normalStrength : real

This property controls the amount of simulated displacement for the PrincipledMaterial::normalMap.


opacity : real

This property drops the opacity of just this material, separate from the model.


opacityMap : Texture

This property defines a Texture used to control the opacity differently for different parts of the material.

Note: This must be an image format with transparency for the opacity to be applied.


roughness : real

This property controls the size of the specular highlight generated from lights, and the clarity of reflections in general. Larger values increase the roughness, softening specular highlights and blurring reflections.


roughnessMap : Texture

This property defines a Texture to control the specular roughness of the material.


specularAmount : real

This property controls the strength of specularity (highlights and reflections).

Note: For non-dielectrics (metals) this property has no effect.

Note: This property does not affect the PrincipledMaterial::specularReflectionMap, but does affect the amount of reflections from a scenes SceneEnvironment::lightProbe.

Note: Unless your mesh is high resolution, you may need to use PrincipledMaterial::FragmentLighting to get good specular highlights from scene lights.


specularMap : Texture

The property defines a RGB Texture to modulate the amount and the color of specularity across the surface of the material. These values are multiplied by the specularAmount.

Note: The specular map will be ignored unless the material is dielectric.


specularModel : enumeration

This property determines which functions are used to calculate specular highlights for lights in the scene.

  • PrincipledMaterial::Default
  • PrincipledMaterial::KGGX
  • PrincipledMaterial::KWard

specularReflectionMap : Texture

This property sets a Texture used for specular highlights on the material. By default the Texture is applied using environmental mapping (not UV mapping): as you rotate the model the map will appear as though it is reflecting from the environment. Specular Reflection maps are an easy way to add a high-quality look with relatively low cost.

Note: Using a Light Probe in your SceneEnvironment for image-based lighting will automatically use that image as the specular reflection.

Note: Crisp images cause your material to look very glossy; the more you blur your image the softer your material will appear.


specularTint : real

This property defines how much of the base color contributes to the specular reflections.

Note: This property does only apply to dielectric materials.