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authorJohanna Vanhatapio <johanna.vanhatapio@qt.io>2020-09-01 17:16:30 +0300
committerJohanna Vanhatapio <johanna.vanhatapio@qt.io>2020-09-03 10:07:19 +0000
commit6272039221953b83aa3d9c06ba65753f65613fe6 (patch)
tree4a2e47cfb8af55dbcdc60c43b419bcff7aac413f
parentac55948c761a3b07fe2944dc3c5ef17ddc38d0eb (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>
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-rw-r--r--doc/qtdesignstudio/src/qtdesignstudio-toc.qdoc1
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-effects.qdoc2
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-materials.qdoc399
-rw-r--r--doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-texture.qdoc11
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diff --git a/doc/qtdesignstudio/images/material-steel-milled-concentric.png b/doc/qtdesignstudio/images/material-steel-milled-concentric.png
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diff --git a/doc/qtdesignstudio/src/qtdesignstudio-toc.qdoc b/doc/qtdesignstudio/src/qtdesignstudio-toc.qdoc
index 4a0edda2ef..6a32c95123 100644
--- a/doc/qtdesignstudio/src/qtdesignstudio-toc.qdoc
+++ b/doc/qtdesignstudio/src/qtdesignstudio-toc.qdoc
@@ -107,6 +107,7 @@
\li \l{Adding Models}
\li \l{Using Materials and Shaders}
\li \l{Attaching Textures to Materials}
+ \li \l{Using 3D Materials}
\li \l{Applying 3D Effects}
\li \l{Using Custom Shaders}
\li \l{Creating Custom Effects and Materials}
diff --git a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-effects.qdoc b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-effects.qdoc
index a1839cca56..77c15f700f 100644
--- a/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-effects.qdoc
+++ b/doc/qtdesignstudio/src/qtquick3d-editor/qtdesignstudio-3d-effects.qdoc
@@ -27,7 +27,7 @@
/*!
\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: