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 2.12|
- 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.
© 2021 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.