Material — Aspose.3D FOSS for .NET
Namespace: Aspose.ThreeD.Shading
LambertMaterial
Classic diffuse-only material with basic surface properties.
Properties
| Name | Type | Access | Description |
|---|---|---|---|
Name | string | get/set | Material name |
Ambient | Vector4 | get/set | Ambient colour |
Diffuse | Vector4 | get/set | Diffuse colour |
Emissive | Vector4 | get/set | Emissive colour |
Reflective | Vector4 | get/set | Reflective colour |
Reflectivity | float | get/set | Reflectivity factor |
Transparency | float | get/set | Transparency factor |
IndexOfRefraction | float | get/set | Index of refraction |
Texture | string | get/set | Texture file path |
using Aspose.ThreeD.Shading;
var material = new LambertMaterial("Wood");
material.Diffuse = new Vector4(0.6f, 0.4f, 0.2f, 1.0f);PhongMaterial
Extends LambertMaterial with specular highlights.
Additional Properties
| Name | Type | Access | Description |
|---|---|---|---|
Specular | Vector4 | get/set | Specular highlight colour |
Shininess | float | get/set | Shininess exponent |
SpecularPower | float | get/set | Specular power |
var material = new PhongMaterial("Metal");
material.Specular = new Vector4(0.8f, 0.8f, 0.8f, 1.0f);
material.Shininess = 50.0f;PbrMaterial
Physically Based Rendering material used by glTF 2.0 and other PBR-capable formats.
Properties
| Name | Type | Access | Description |
|---|---|---|---|
Name | string | get/set | Material name |
BaseColor | Vector4 | get/set | Base colour (albedo) |
Metallic | float | get/set | Metallic factor (0–1) |
Roughness | float | get/set | Roughness factor (0–1) |
Occlusion | float | get/set | Ambient occlusion factor |
BaseColorTexture | string | get/set | Base colour texture path |
MetallicRoughnessTexture | string | get/set | Combined metallic/roughness texture |
NormalTexture | string | get/set | Normal map texture path |
EmissiveTexture | string | get/set | Emissive texture path |
OcclusionTexture | string | get/set | Occlusion texture path |
var material = new PbrMaterial("Gold");
material.BaseColor = new Vector4(1.0f, 0.8f, 0.2f, 1.0f);
material.Metallic = 0.9f;
material.Roughness = 0.1f;