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authorTomi Korpipaa <tomi.korpipaa@qt.io>2020-05-15 07:24:31 +0300
committerTomi Korpipaa <tomi.korpipaa@qt.io>2020-05-15 11:29:00 +0300
commit90e7a3160e5144b56a5ab04641b78e7985a7e641 (patch)
treec3f8684a36ede4c4e9e4a026a91233ac2607184d /doc
parent93157f5693d0b94c20e5e8b9bfdb1048491aa292 (diff)
Add documentation for the category property
Fixes: QT3DS-4112 Change-Id: I810496fea93e98bee849a73833456b5b7e7e2fcd Reviewed-by: Antti Määttä <antti.maatta@qt.io> Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io>
Diffstat (limited to 'doc')
-rw-r--r--doc/Src/images/materials-category-dummy.pngbin0 -> 16852 bytes
-rw-r--r--doc/Src/images/materials-category-several.pngbin0 -> 20414 bytes
-rw-r--r--doc/src/07-file-formats/custom-materials-effects.qdoc42
3 files changed, 42 insertions, 0 deletions
diff --git a/doc/Src/images/materials-category-dummy.png b/doc/Src/images/materials-category-dummy.png
new file mode 100644
index 00000000..5e66e737
--- /dev/null
+++ b/doc/Src/images/materials-category-dummy.png
Binary files differ
diff --git a/doc/Src/images/materials-category-several.png b/doc/Src/images/materials-category-several.png
new file mode 100644
index 00000000..5ef32fb3
--- /dev/null
+++ b/doc/Src/images/materials-category-several.png
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diff --git a/doc/src/07-file-formats/custom-materials-effects.qdoc b/doc/src/07-file-formats/custom-materials-effects.qdoc
index 646245ca..6f333580 100644
--- a/doc/src/07-file-formats/custom-materials-effects.qdoc
+++ b/doc/src/07-file-formats/custom-materials-effects.qdoc
@@ -170,6 +170,13 @@ A \c{property} element can have the following attributes:
\li Text
\li -
\li Creates UI dropdown list.
+\row
+ \li category
+ \li Text
+ \li
+ \li Use to group material properties into separate categories. \note Required field for
+ materials. If this is not added, the property will not be displayed in the Inspector palette.
+ Adding category with empty string will not suffice.
\endtable
The only required attribute in the \c{<property>} element is \c{name}.
@@ -340,4 +347,39 @@ The element attributes are:
\li Specifies if depth is written or not. With "true" depth is written, with "false" it's not.
\endtable
+\section1 Things to Note
+
+\section2 Materials
+When creating a custom material with several properties, it is a good practice to use categories
+to separate them. If there is a need to be able to change the material for the mesh, at least one
+property needs to be added to \b Materials category. This will pull in \b {Material Type} and
+\b Shader properties into the Inspector palette.
+
+Consider a custom material with the following metadata:
+\badcode
+ <MetaData >
+ <Property category="ExampleMaterial" formalName="Environment Map" name="uEnvironmentTexture" description="Environment texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="environment" default="./maps/materials/spherical_checker.png"/>
+ <Property category="ExampleMaterial" formalName="Enable Environment" name="uEnvironmentMappingEnabled" description="Enable environment mapping" type="Boolean" default="True"/>
+ <Property category="ExampleMaterial" formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png"/>
+ <Property category="ExampleMaterial" formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False"/>
+ <Property category="ExampleMaterial" formalName="Roughness" name="roughness" type="Float" min="0.0" max="1.0" default="0.3" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse"/>
+ <Property category="ExampleMaterial" formalName="Base color" name="base_color" type="Color" default="0.7 0.7 0.7" description="Color of the material"/>
+ </MetaData>
+\endcode
+and the same material with sensible categories defined, including \b {Material}:
+\badcode
+ <MetaData >
+ <Property category="Environment" formalName="Environment Map" name="uEnvironmentTexture" description="Environment texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="environment" default="./maps/materials/spherical_checker.png"/>
+ <Property category="Environment" formalName="Enable Environment" name="uEnvironmentMappingEnabled" description="Enable environment mapping" type="Boolean" default="True"/>
+ <Property category="Shadow" formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png"/>
+ <Property category="Shadow" formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False"/>
+ <Property category="Material" formalName="Roughness" name="roughness" type="Float" min="0.0" max="1.0" default="0.3" description="Roughness of the material.\n0 = fully specular\n1 = fully diffuse"/>
+ <Property category="Material" formalName="Base color" name="base_color" type="Color" default="0.7 0.7 0.7" description="Color of the material"/>
+ </MetaData>
+\endcode
+
+The first option results in
+\image materials-category-dummy.png
+and the seconds one results in
+\image materials-category-several.png
*/