The NormalDiffuseSpecularMapMaterial provides a default implementation of the phong lighting and bump effect where the diffuse and specular light components are read from texture maps and the normals of the mesh being rendered from a normal texture map. More...
|Import Statement:||import Qt3D.Extras 2.4|
The specular 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:
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.
ambient : color
Holds the current ambient color.
diffuse : TextureImage
Holds the current diffuse map texture.
By default, the diffuse texture has the following properties:
normal : TextureImage
Holds the current normal map texture.
By default, the normal texture has the following properties:
shininess : real
Holds the current shininess.
specular : TextureImage
Holds the current specular map texture.
By default, the specular texture has the following properties:
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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