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diff --git a/doc/qtdesignstudio/src/views/studio-material-editor.qdoc b/doc/qtdesignstudio/src/views/studio-material-editor.qdoc new file mode 100644 index 0000000000..fcfa9823e9 --- /dev/null +++ b/doc/qtdesignstudio/src/views/studio-material-editor.qdoc @@ -0,0 +1,266 @@ +/**************************************************************************** +** +** Copyright (C) 2022 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the Qt Creator documentation. +** +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** GNU Free Documentation License Usage +** Alternatively, this file may be used under the terms of the GNU Free +** Documentation License version 1.3 as published by the Free Software +** Foundation and appearing in the file included in the packaging of +** this file. Please review the following information to ensure +** the GNU Free Documentation License version 1.3 requirements +** will be met: https://www.gnu.org/licenses/fdl-1.3.html. +** +****************************************************************************/ + +/*! + \page studio-material-editor.html + \previouspage studio-3d-editor.html + \nextpage quick-components-view.html + + + \title Material Editor and Browser + + In the \uicontrol {Material Editor} and \uicontrol {Material Browser} views, + you create and manage materials. + + \image material-editor-browser.webp "Material Editor and Browser" + + \section1 Creating a Material + + To create a new material, do one of the following: + + \list + \li In \uicontrol {Material Browser}, select \inlineimage icons/plus.png + . + \li In \uicontrol {Material Editor}, select \inlineimage icons/plus.png + . + \endlist + + \section1 Editing a Material + + To edit a material, select it in \uicontrol{Material Browser} and edit its + properties in \uicontrol{Material Editor}. If \uicontrol {Material Editor} + is closed, open it in one of the following ways: + + \list + \li In \uicontrol{Navigator}, right-click an object that has the material + assigned to it and select \uicontrol {Edit Material}. + \li In \uicontrol{Material Browser}, double-click a material. + \endlist + + \section1 Assigning a Material to an Object + + To assign a material to a 3D object in your project, first select the object + in \uicontrol Navigator or \uicontrol {3D Editor}. Then, do one of the + following: + + \list + \li In \uicontrol {Material Browser}, right-click the material and select + \uicontrol {Apply to Selected}. If there already is any material assigned + to the object, you can select whether to replace the material or to add + another material to the object. + \li In \uicontrol {Material Editor}, select + \inlineimage icons/apply-material.png + . This replaces any material already assigned to the object. + \endlist + + \section1 Removing a Material from an Object + + To remove an assigned material from an object: + \list 1 + \li In \uicontrol{Navigator}, select the object. + \li In \uicontrol{Properties}, select + \inlineimage icons/close.png + next to the material. + \image materials-remove-material.png + \endlist + + \section1 Using Texture Maps + + In \QDS you can add many different texture maps to your material. + + To add a texture map to a material: + \list 1 + \li Select the material in \uicontrol{Material Browser}. + \li From \uicontrol {Assets}, drag an image to the correct map field + in \uicontrol {Material Editor}. For example, to add a diffuse map, drag + the image to \uicontrol{Diffuse Map} in \uicontrol{Material Editor}. + \endlist + + \section2 Using a Reflection Map for Environmental Mapping + + To use a texture for environmental mapping, you need to set the mapping + mode to \e {environment}. + + To add a reflection map for environmental mapping to a material: + + \list 1 + \li Select the material in \uicontrol {Material Browser}. + \li From \uicontrol{Assets}, drag an image to + \uicontrol{Reflection Map}. + \li In \uicontrol {Navigator}, select + \inlineimage icons/filtericon.png + and then clear \uicontrol {Show Only Visible Components}. Now the + texture you just added to the material is visible in + \uicontrol {Navigator}. + \image navigator-material-texture.png + \li In \uicontrol {Navigator}, select the texture. + \li In \uicontrol {Properties}, set \uicontrol {Texture Mapping} to + \uicontrol {Environment}. + \endlist + + \section1 Blending Colors + + To determine how the colors of a model blend with the colors of the models + behind it, set the \uicontrol {Blend mode} property. To make opaque objects + occlude the objects behind them, select \uicontrol {SourceOver}. + + For a lighter result, select \uicontrol Screen to blend colors using an + inverted multiply or \uicontrol ColorDodge to blend them by inverted + division. Color dodge produces an even lighter result than screen. + + For a darker result, select \uicontrol Multiply to blend colors using a + multiply or \uicontrol ColorBurn to blend them by inverted division, where + the result also is inverted. Color burn produces an even darker result than + multiply. + + The screen and multiply modes are order-independent, so select them to + avoid \e popping, which can happen when using semi-opaque objects and + sorting the back and front faces or models. + + For a result with higher contrast, select \uicontrol Overlay, which is a mix + of the multiply and screen modes. + + \section1 Lighting Materials + + To set the lighting method for generating a material, use the + \uicontrol Lighting property. Select \uicontrol {Fragment lighting} to + calculate diffuse and specular lighting for each rendered pixel. Some + effects, such as Fresnel or a bump map, require fragment lighting. + + To skip lighting calculation, select \uicontrol {No lighting}. This is very + fast and quite effective when using image maps that do not need to be shaded + by lighting. + + To set the base color for the material, use the \uicontrol {Diffuse Color} + property. You can either use the color picker or specify a RBG value. Set + the diffuse color to black to create purely-specular materials, such as + metals or mirrors. To apply a texture to a material, set it as the value of + the \uicontrol {Diffuse map} property. Using a texture with transparency + also applies the alpha channel as an \uicontrol {Opacity map}. You can set + the opacity of the material independently of the model as the value of the + \uicontrol Opacity property. + + \section1 Self-Illuminating Materials + + To set the color and amount of self-illumination for a material, use the + \uicontrol {Emissive color} and \uicontrol {Emissive factor} properties. In + a scene with black ambient lighting, a material with an emissive factor of 0 + is black where the light does not shine on it. Setting the emissive factor + to 1 shows the material in its diffuse color instead. + + To use a Texture for specifying the emissive factor for different parts of + the material, set the \uicontrol {Emissive map} property. Using a grayscale + image does not affect the color of the result, while using a color image + produces glowing regions with the color affected by the emissive map. + + \section1 Using Highlights and Reflections + + You can control the highlights and reflections on a material by setting the + properties in the \uicontrol Specular group. You can use the color picker + or set a RGB value to specify the color used to adjust specular reflections. + Use white for no effect. + + To use a color texture to modulate the amount and the color of specularity + across the surface of a material, set the \uicontrol {Specular map} + property. Set the \uicontrol {Specular amount} property to specify the + strength of specularity. This property does not affect the specular + reflection map, but it does affect the amount of reflections from a scene's + light probe. + + \note Unless your mesh is high-resolution, you may need to use fragment + lighting to get good specular highlights from scene lights. + + To determine how to calculate specular highlights for lights in the scene, + set the \uicontrol {Specular model}. In addition to the default mode, you + can use the GGX or Ward lighting model. + + To use a Texture for specular highlighting on a material, set the + \uicontrol {Reflection map} property. When the texture is applied using + environmental mapping (not UV mapping), the map appears to be reflecting + from the environment as you rotate the model. Specular reflection maps are + an easy way to add a high-quality look at a relatively low cost. + + To specify an image to use as the specular reflection map, set the + \uicontrol {Light probe} property. + + Crisp images cause your material to look very glossy. The more you + blur your image, the softer your material appears. + + To decrease head-on reflections (looking directly at the surface) + while maintaining reflections seen at grazing angles, set the + \uicontrol {Fresnel power} property. To select the angles to control, + set the \uicontrol {Index of refraction} property. + + To control the size of the specular highlights generated from lights and the + clarity of reflections in general, set the \uicontrol {Specular roughness} + property. Larger values increase the roughness, while softening specular + highlights and blurring reflections. To control the specular roughness of + the material using a Texture, set the \uicontrol {Roughness map property}. + + \section1 Simulating Geometry Displacement + + Specify the properties in the \uicontrol {Bump/Normal} group to simulate + fine geometry displacement across the surface of the material. Set the + \uicontrol {Bump map} property to use a grayscale texture for the + simulation. Brighter pixels indicate raised regions. + + To use an image for simulation, set the \uicontrol {Normal map} property. + The RGB channels indicate XYZ normal deviations. + + The amount of displacement is controlled by the \uicontrol {Bump amount} + property. + + Bump and normal maps do not affect the silhouette of a model. To affect the + silhouette, set the \uicontrol {Displacement map} property. It specifies a + grayscale image used to offset the vertices of geometry across the surface + of the material. The \uicontrol {Displacement amount} property specifies the + offset amount. + + \section1 Specifying Material Translucency + + Set the properties in the \uicontrol Translucency group to control how much + light can pass through the material from behind. To use a grayscale texture, + specify it as the value of the \uicontrol {Translucency map} property. + + To specify the amount of light wrap for the translucency map, set the + \uicontrol {Diffuse light wrap} property. A value of 0 does not wrap the + light at all, while a value of 1 wraps the light all around the object. + + To specify the amount of falloff for the translucency based on + the angle of the normals of the object to the light source, set + the \uicontrol {Translucency falloff} property. + + \section1 Culling Faces + + Set the \uicontrol {Culling mode} property to determine whether the front + and back faces of a model are rendered. Culling modes check whether the + points in the polygon appear in clockwise or counter-clockwise order when + projected onto the screen. If front-facing polygons have a clockwise + winding, but the polygon projected on the screen has a counter-clockwise + winding, the projected polygon is rotated to face away from the camera and + is not rendered. Culling makes rendering objects quicker and more efficient + by reducing the number of polygons to draw. + +*/ |