1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
|
// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
/*!
\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.
*/
|