The DiffuseSpecularMaterial class provides a default implementation of the phong lighting effect. More...
|Import Statement:||import Qt3D.Extras 2.15|
The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:
This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
alphaBlending : bool
Indicates if the alpha information coming from the diffuse property will be taken into account during rendering. Defaults to false.
ambient : color
Holds the ambient color that is emitted by an object without any other light source.
diffuse : var
Holds the diffuse color of the material that is emitted for rough surface reflections with the lights. This can be either a plain color value or a texture.
normal : var
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.
shininess : real
Holds the shininess exponent. Higher values of shininess result in a smaller and brighter highlight.
Defaults to 150.0.
specular : var
Holds the specular color of the material that is emitted for shiny surface reflections with the lights. This can be either a plain color value or a texture.
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.
© The Qt Company Ltd
Licensed under the GNU Free Documentation License, Version 1.3.