MetalRoughMaterial QML Type
This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 3 and OpenGL ES 3. More...
|Import Statement:||import Qt3D.Extras 2.13|
- ambientOcclusion : Texture
- baseColor : variant
- metalness : variant
- normal : Texture
- roughness : variant
- textureScale : real
Holds the current ambient occlusion map texture of the material. This can only be a texture, otherwise it is ignored. By default this map is not set.
baseColor : variant
Holds the current base color of the material. This can be either a plain color value or a texture. By default the value of this property is "grey".
metalness : variant
Holds the current metalness level of the material, as a value between 0 (purely dielectric, the default) and 1 (purely metallic). This can be either a plain uniform value or a texture. By default the value of this property is 0.
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.
roughness : variant
Holds the current roughness level of the material. This can be either a plain uniform value or a texture. By default the value of this property is 0.
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.
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