DiffuseSpecularMaterial QML Type
|Import Statement:||import Qt3D.Extras 2.13|
- alphaBlending : bool
- ambient : color
- diffuse : var
- normal : var
- shininess : real
- specular : var
- textureScale : real
The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:
- Ambient is the color that is emitted by an object without any other light source.
- Diffuse is the color that is emitted for rough surface reflections with the lights.
- Specular is the color emitted for shiny surface reflections with the lights.
- The shininess of a surface is controlled by a float property.
This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
alphaBlending : bool
Indicates if the alpha information coming from the diffuse property will be taken into account during rendering. Defaults to false.
ambient : color
Holds the ambient color that is emitted by an object without any other light source.
diffuse : var
Holds the diffuse color of the material that is emitted for rough surface reflections with the lights. This can be either a plain color value or a texture.
normal : var
Holds the current normal map texture of the material. This can only be a texture, otherwise it is ignored. By default this map is not set.
shininess : real
Holds the shininess exponent. Higher values of shininess result in a smaller and brighter highlight.
Defaults to 150.0.
specular : var
Holds the specular color of the material that is emitted for shiny surface reflections with the lights. This can be either a plain color value or a texture.
textureScale : real
Holds the current texture scale. It is applied as a multiplier to texture coordinates at render time. Defaults to 1.0.
When used in conjunction with WrapMode.Repeat, textureScale provides a simple way to tile a texture across a surface. For example, a texture scale of
4.0 would result in 16 (4x4) tiles.
© 2019 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.