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/****************************************************************************
**
** 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
*/