Qt Quick 3D - Principled Material Example
import QtQuick
import QtQuick.Controls
import QtQuick.Layouts
import QtQuick3D
ScrollView {
id: rootView
required property Material targetMaterial
ScrollBar.horizontal.policy: ScrollBar.AlwaysOff
width: availableWidth
ColumnLayout {
width: rootView.availableWidth
MarkdownLabel {
text: "# Clearcoat
Clearcoat when enabled gives the appearance of another protective layer on top
of the existing material. A real life analog would be a clear lacquer.
## Clearcoat Amount
To enable the clearcoat layer, the value of Clearcoat amount must be change to
something greater than 0.0. There is a cost for adding a clearcoat layer
(basically doing all specular lighting for a second time) so is disabled by
default.
"
}
RowLayout {
Label {
text: "Clearcoat Amount (" + targetMaterial.clearcoatAmount.toFixed(2) + ")"
Layout.fillWidth: true
}
Slider {
from: 0
to: 1
value: targetMaterial.clearcoatAmount
onValueChanged: targetMaterial.clearcoatAmount = value
}
}
MarkdownLabel {
text: "### Clearcoat Map
The Clearcoat Map is a single channel texture in which when multiplied against
the Clearcoat Amount property determines what the clearcoat amount is for the
material."
}
ComboBox {
id: clearcoatChannelComboBox
textRole: "text"
valueRole: "value"
implicitContentWidthPolicy: ComboBox.WidestText
onActivated: targetMaterial.clearcoatChannel = currentValue
Component.onCompleted: currentIndex = indexOfValue(targetMaterial.clearcoatChannel)
model: [
{ value: PrincipledMaterial.R, text: "Red Channel"},
{ value: PrincipledMaterial.G, text: "Green Channel"},
{ value: PrincipledMaterial.B, text: "Blue Channel"},
{ value: PrincipledMaterial.A, text: "Alpha Channel"}
]
}
TextureSourceControl {
defaultTexture: "maps/noise.png"
defaultClearColor: "black"
onTargetTextureChanged: {
targetMaterial.clearcoatMap = targetTexture
}
}
MarkdownLabel {
text: "## Clearcoat Roughness
Just like the base material layer, the Clearcoat layer also has has a roughness
property. The Clearcoat Roughness property will make the specular reflection of
the clearcoat layer more diffuse."
}
RowLayout {
Label {
text: "Clearcoat Roughness (" + targetMaterial.clearcoatRoughnessAmount.toFixed(2) + ")"
Layout.fillWidth: true
}
Slider {
from: 0
to: 1
value: targetMaterial.clearcoatRoughnessAmount
onValueChanged: targetMaterial.clearcoatRoughnessAmount = value
}
}
MarkdownLabel {
text: "### Clearcoat Roughness Map
The Clearcoat Roughness Map is a single channel texture in which when multiplied
against the Clearcoat Roughness Amount property determines the roughness of the clearcoat
layer for the material."
}
ComboBox {
id: clearcoatRoughnessChannelComboBox
textRole: "text"
valueRole: "value"
implicitContentWidthPolicy: ComboBox.WidestText
onActivated: targetMaterial.clearcoatRoughnessChannel = currentValue
Component.onCompleted: currentIndex = indexOfValue(targetMaterial.clearcoatRoughnessChannel)
model: [
{ value: PrincipledMaterial.R, text: "Red Channel"},
{ value: PrincipledMaterial.G, text: "Green Channel"},
{ value: PrincipledMaterial.B, text: "Blue Channel"},
{ value: PrincipledMaterial.A, text: "Alpha Channel"}
]
}
TextureSourceControl {
defaultTexture: "maps/noise.png"
defaultClearColor: "black"
onTargetTextureChanged: {
targetMaterial.clearcoatRoughnessMap = targetTexture
}
}
MarkdownLabel {
text: "## Clearcoat Normal Map
Finally, the clearcoat layer also supports applying a normal map to further
define the surface details. This normal map works the same way as the Normal
Map property of PrincipledMaterial, just only applies to the clearcoat layer.
It is possible that the material would have two normal maps applied in this
case.
"
}
TextureSourceControl {
defaultTexture: "maps/metallic/normal.jpg"
defaultClearColor: Qt.rgba(0.5, 0.5, 1.0, 1.0)
stampMode: true
stampSource: "maps/normal_stamp.png"
onTargetTextureChanged: {
targetMaterial.clearcoatNormalMap = targetTexture
}