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author | Johanna Vanhatapio <johanna.vanhatapio@qt.io> | 2020-09-01 17:16:30 +0300 |
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committer | Johanna Vanhatapio <johanna.vanhatapio@qt.io> | 2020-09-03 10:07:19 +0000 |
commit | 6272039221953b83aa3d9c06ba65753f65613fe6 (patch) | |
tree | 4a2e47cfb8af55dbcdc60c43b419bcff7aac413f | |
parent | ac55948c761a3b07fe2944dc3c5ef17ddc38d0eb (diff) |
Doc: Describe 3D Materials
Fixes: QDS-2677
Change-Id: Ia0e617084e4614c194fce0f53c58a6013831cad2
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io>
Reviewed-by: Leena Miettinen <riitta-leena.miettinen@qt.io>
19 files changed, 408 insertions, 5 deletions
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\page studio-3d-effects.html - \previouspage studio-3d-texture.html + \previouspage studio-3d-materials-types.html \nextpage studio-3d-custom-shaders.html \title Applying 3D Effects diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials.qdoc new file mode 100644 index 0000000000..7101135bfc --- /dev/null +++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials.qdoc @@ -0,0 +1,399 @@ +/**************************************************************************** +** +** Copyright (C) 2020 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of Qt Design Studio. +** +** $QT_BEGIN_LICENSE:FDL$ +** 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. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \page studio-3d-materials-types.html + \previouspage studio-3d-texture.html + \nextpage studio-3d-effects.html + + \title Using 3D Materials + + \QDS provides a set of pregenerated Qt Quick 3D materials that can be used + to create good-looking models quickly and easily. + + To apply a 3D material to a component, drag-and-drop a material from the + \uicontrol {Qt Quick 3D Materials} tab of \uicontrol Library to a model + component in \uicontrol Navigator. The materials you add to the model are + listed in the model component's \uicontrol Properties view. + + Each material has its own set of properties that can be used to further + define the appearance of the material. For each material the \uicontrol + {Environment Map} property specifies whether or not + \l{Selecting the Mapping Method}{environment mapping} is used for + specular reflection. Use the \uicontrol Texture property to select + a texture for the environment map. The \uicontrol {Shadow Map} property + determine whether or not shadow mapping is used for generating realistic + shadows. You can also select a \uicontrol Texture for shadow mapping. + + \section1 Metal Materials + + The following describes properties of the metal-based materials, which + include \uicontrol Aluminum, \uicontrol {Aluminum Anod Emis}, \uicontrol + {Aluminum Anodized}, \uicontrol {Aluminum Brushed}, \uicontrol + {Aluminum Emissive}, \uicontrol Copper, and \uicontrol + {Steel Milled Concentric}. + + \section2 Color + + Set the surface tint of the material by specifying the + \uicontrol {Metal Color} and \uicontrol {Base Color} properties. Use + the \uicontrol {Emission Color} property to set the color of the glow for + emissive materials. You can either use the color picker or specify an + RBG value. + + \section2 Reflection + + Use the properties under the \uicontrol Reflection tab to specify the + reflective qualities of the material. For more information on the various + material properties related to reflection, see \l {Using Highlights and + Reflections}. + + \list + \target tiling_metal + \li Use the \uicontrol {Map Offset} and \uicontrol {Map Scale} + properties to define offset and scale for the reflection map. You + can also define a texture for the reflection map by using the + \uicontrol Texture property, and set a the tiling repeat for it + by using the \uicontrol Tiling property. + \li To further define the reflective qualities of the material, + you can also set the \uicontrol Stretch and \uicontrol Texture + properties of \uicontrol Reflection, or define a numerical + value for \uicontrol Reflectivity. + \li Set the \uicontrol {Fresnel Power} property to decrease head-on + reflections (looking directly at the surface) while maintaining + reflections seen at grazing angles. + \endlist + + \section2 Roughness + Use the \uicontrol Roughness properties to determine how light behaves when + it comes in contact with material. With zero roughness, light bounces off a + material, which makes it appear glossy. Increased roughness causes the light + reflected off the material to scatter, which results in a matte appearance. + + \list + \li The \uicontrol {Map Offset} \uicontrol {Map Scale} and \uicontrol + Texture specify the quality of roughness applied to the material. + \li Use the numerical \uicontrol Roughness property to define how + glossy or matte the material appears. + \endlist + + \target emission_metal + \section2 Emission + Use the properties under the \uicontrol Emission tab to specify the + emissive qualities of the material. For more information on properties + related to emission, see \l {Self-Illuminating Materials}. + \list + \li The \uicontrol Intensity property determines the quantity of light + the surface of material emits. + \li The \uicontrol {Map Texture} property defines a texture for + emissive map, while the \uicontrol {Mask Texture} defines a + texture for emissive mask. Use the \uicontrol {Mask Offset} + to set the mask offset for the emissive map. + \endlist + + \target bump_metal + \section2 Bump + Specify the properties under the \uicontrol Bump tab to simulate fine + geometry displacement across the surface of the material. Use the + \uicontrol Amount property to set the quantity of displacement, and + the \uicontrol Texture property to define a texture for the bump map. + For more information, see \l {Simulating Geometry Displacement}. + + \section2 Properties of the Steel Milled Concentric Material + + Another metal, the \uicontrol {Steel Milled Concentric} Material has + certain properties that the other materials do not possess: + + \list + \li The \uicontrol Anisotropy property stretches the highlight, + which simulates minuscule scratches. You can also use a + \uicontrol Texture property to define a texture for the anisotropy + map. + \li The \uicontrol {Index of Refraction} defines how much a ray of + transmitted light is bent when it reaches the surface of the + material. + \endlist + + Under the \uicontrol Textures tab: + + \list + \li The \uicontrol Tiling property to set the tiling repeat of the + texture maps. + \li Use the \uicontrol Diffuse property to set a texture for the + diffuse map, and the \uicontrol Anisotropy property to set a + texture for the anisotropy map. + \endlist + + \section1 Glass Materials + + The following describes properties related to glass-based materials, which + include \uicontrol Glass, \uicontrol {Frosted Glass}, \uicontrol + {Frosted Glass Single Pass}, and \uicontrol {Glass Refractive}. + + \section2 Color + + Set the surface tint of the material by specifying the + \uicontrol {Glass Color} property. You can also specify the \uicontrol + {Band Light Color} for the \uicontrol {Frosted Glass} material. + + Use the \uicontrol {Glass Color} and \uicontrol {Band Light Color} + properties to set the color properties for glass-based materials. + + \target general_glass + \section2 General + + \list + \li Set the \uicontrol {Fresnel Power} property to decrease head-on + reflections (looking directly at the surface) while maintaining + reflections seen at grazing angles. + \li Use the \uicontrol Roughness property to determine how light + behaves when it comes in contact with material. With zero roughness, + light bounces off a material, which makes it appear glossy. + Increased roughness causes the light reflected off the material to + scatter, which results in a matte appearance. + \li The \uicontrol Reflectivity property specifies how much light is + reflected from the material. + \li The \uicontrol {Index of Refraction} defines reflectivity by + determinining how much a ray of transmitted light is bent when it + reaches the surface of the material. + \li The \uicontrol {Refract Depth} property sets the refraction depth + for the material. + \li Use the \uicontrol {Minimum Opacity} property to determine the + minimum level of opaqueness for the material. + \li The \uicontrol {Blur size} property sets the amount of blurring + behind the glass. + \endlist + + \section2 Bump + + For frosted glass materials, specify the properties under the + \uicontrol Bump tab to simulate fine geometry displacement across the + surface of the material: + + \list + \li Use the \uicontrol Scale and \uicontrol Bands properties to define + the scale and number of the Bump Bands. + \li The \uicontrol Strength property sets the glass bump map strength. + \li Use the \uicontrol Internal property to specify whether the bump map + should only be used for internal lighting. + \li The \uicontrol Texture property to define a texture for the bump + map. + \li The \uicontrol Coordinates property sets the bump coordinates of the + refraction. + \endlist + + For more information, see \l {Simulating Geometry Displacement}. + + \target rgm_glass + \section2 Random Gradient Mapping + + For frosted glass materials, you can also specify \uicontrol + {Random Gradient Maps} by using properties \uicontrol 1D, \uicontrol 2D, + \uicontrol 3D and \uicontrol 4D. Each of the properties defines a texture + map used to create the random bumpiness of the material. + + \section2 Band Light + + The outlook of the \uicontrol {Frosted Glass} material can be further + defined by specifying the \uicontrol {Band Light} properties: + \list + \li The \uicontrol Fallof property sets the light intensity falloff + rate. + \li The \uicontrol Angle property sets the angle of the light source to + which the band is perpendicular. + \li You can also set the \uicontrol Brightness of the band light. + \li Use the \uicontrol Position property to set the coordinates for + the band light in the UV space. + \endlist + + \section2 Noise + + For the \uicontrol {Frosted Glass Single Pass} material you can specify + the noise quality by defining the noise \uicontrol Scale property and + setting the noise \uicontrol Coordinates. + + \section1 Plastic + + The following describes properties for the available plastic materials, + which include \uicontrol {Plastic Structured} and \uicontrol {Plastic + Struct Emissive}. + + \section2 Color + + Use the \uicontrol {Diffuse Color} to set the color that the material + reflects when illuminated by direct light. + + The \uicontrol {Emission Color} defines the color of emission for + the \uicontrol {Plastic Struct Emissive} material. + + \section2 General + + Plastic materials share some of the properties with glass materials. For + descriptions of \uicontrol Roughness and \uicontrol {Index of Refraction} + properties, see \l{general_glass} {general properties for glass materials}. + \list + \li The \uicontrol {Texture scaling} property determines how fast a + material is repeated on a surface. + \li The \uicontrol {Bump Factor} property sets the strength of bumpiness + for glass materials. + \endlist + + \section2 Random Gradient Mapping + + See \l {rgm_glass}{Random Gradient Mapping for Glass Materials}. + + \section2 Emission + + The properties of emission for glass materials are similar to those of + metal materials. For decription of emission properties, see + \l{emission_metal} {emission properties for metal materials}. + + \section1 Paper Materials + + The following describes properties for the available paper materials, + which include \uicontrol {Paper Artistic} and \uicontrol {Paper Office}. + + \section2 Color + + Set the surface tint for the \uicontrol {Paper Office} material by + specifying the \uicontrol {Paper Color} property. + + \section2 Transmission + + Specify the \uicontrol Transmission settings to define the outlook of light + passing through the material. The \uicontrol {Transmission Weight} + property specifies how much light scatters through the surface of the + material, while the \uicontrol {Reflection Weight} sets the luminance of + highlights and reflections. + + \section2 General + \list + \li The \uicontrol {Translucency Falloff} sets the point of decline for + translucency of the material. + \li The \uicontrol Opacity property sets the material's level of + opaqueness. + \li For the description of \uicontrol {Texture Tiling} properties, see + \l {tiling_metal} {tiling for metal materials}. + \endlist + + \section2 Diffuse Map + + Use the \uicontrol {Light Wrap} property to set the diffuse light bend of + the material. The \uicontrol Texture property defines a texture for the + diffuse map. + + \section2 Bump + + For the description of \uicontrol Bump properties, see \l {bump_metal} + {properties for metal materials}. + + \section1 Available Materials + + See the following table for available materials. + + \table + \header + \li Material + \li Example Image + \li Description + + \row + \li Aluminum + \li \image material-aluminum.png "The Aluminum material" + \li A material with the appearance of aluminum. + + \row + \li Aluminum Anod Emis + \li \image material-aluminum-anodized-emissive.png "The Aluminum Anodized Emissive material" + \li Anodized aluminum with emissive properties. + + \row + \li Aluminum Anodized + \li \image material-aluminum-anodized.png "The Anodized Aluminum material" + \li Anodized aluminum. + + \row + \li Aluminum Brushed + \li \image material-aluminum-brushed.png "The Brushed Aluminum material" + \li Brushed aluminum. + + \row + \li Aluminum Emissive + \li \image material-aluminum-emissive.png "The Aluminum Emissive material" + \li Aluminum with emissive properties. + + \row + \li Copper + \li \image material-copper.png "The Copper material" + \li A material with the appearance of copper. + + \row + \li Glass + \li \image material-glass.png "The Glass material" + \li A material with the appearance of glass. + + \row + \li Frosted glass + \li \image material-frosted-glass.png "The Frosted Glass material" + \li Frosted glass. + + \row + \li Frosted Glass Single Pass + \li \image material-frosted-glass-single-pass.png "The Frosted Glass Single Pass material" + \li A single-pass frosted glass. + + \row + \li Glass Refractive + \li \image material-refractive-glass.png "The Glass Refractive material" + \li Refractive glass. + + \row + \li Paper Artistic + \li \image material-artistic-paper.png "The Paper Artistic material" + \li A paper material with an artistic finishing. + + \row + \li Paper Office + \li \image material-office-paper.png "The Paper Office material" + \li A paper material with an office-style finishing. + + \row + \li Plastic Struct Emissive + \li \image material-red-plastic-structured-emissive.png The Plastic Structured Emissive material" + \li A red structured plastic material with emissive properties. + + \row + \li Plastic Structured + \li \image material-red-plastic-structured.png "The Plastic Structured material" + \li A red structured plastic material. + + \row + \li Steel Milled Concentric + \li \image material-steel-milled-concentric.png "The Steel Milled Concentric material" + \li A milled concentric steel material. + \endtable +*/ diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-texture.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-texture.qdoc index ab145f9ef2..8354f8943a 100644 --- a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-texture.qdoc +++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-texture.qdoc @@ -28,7 +28,7 @@ /*! \page studio-3d-texture.html \previouspage studio-3d-materials.html - \nextpage studio-3d-effects.html + \nextpage studio-3d-materials-types.html \title Attaching Textures to Materials @@ -112,9 +112,12 @@ \section1 Applying Textures to Materials - You drag and drop an image from \uicontrol Library > \uicontrol Assets - on a material to create and set the texture automatically, or you can use - a Texture component. + Drag and drop an image from \uicontrol Library > \uicontrol Assets + on a material to create and set the texture automatically, or use + a Texture component. For a default material the created \uicontrol Texture + is assigned to the \uicontrol {Diffuse Map} property and for a principled + material to the \uicontrol {Base Color Map}. For a custom material, you + must assign the texture to a map. To use Texture components to apply textures to materials: |