LambertMaterial and PhongMaterial — Aspose.3D FOSS for Python API Reference
ColladaSaveOptions: aspose.threed.shading (aspose-3d-foss)
Aspose.3D FOSS는 클래식 셰이딩 계층 구조에서 두 가지 재료 클래스를 제공합니다:
LambertMaterial: 확산 매트 셰이딩 (반사광 없음)PhongMaterial: Lambert에 specular highlights와 shininess를 확장
둘 다 a에 할당됩니다 Node 를 통해 node.material. 색상은 다음을 사용하여 설정됩니다 Vector3(r, g, b) 구성 요소가 포함된 [0.0, 1.0].
LambertMaterial
class LambertMaterial(Material):ColladaSaveOptions
A3DObject → Material → LambertMaterial
ColladaSaveOptions
LambertMaterial(name: str = None)ColladaSaveOptions
| ColladaSaveOptions | ColladaSaveOptions | ColladaSaveOptions |
|---|---|---|
ambient_color | `Vector3 | None` |
diffuse_color | `Vector3 | None` |
emissive_color | `Vector3 | None` |
transparent_color | `Vector3 | None` |
transparency | float | 불투명도 수준: 0.0 = 완전 불투명, 1.0 = 완전 투명. 제한됨 [0.0, 1.0]. |
PhongMaterial
class PhongMaterial(LambertMaterial):ColladaSaveOptions
A3DObject → Material → LambertMaterial → PhongMaterial
모두 상속 LambertMaterial 속성 및 추가:
추가 속성
| ColladaSaveOptions | ColladaSaveOptions | ColladaSaveOptions |
|---|---|---|
specular_color | `Vector3 | None` |
specular_factor | float | specular 기여도의 스케일. 기본값 0.0. |
shininess | float | Phong 광택 지수. 높을수록 더 조이고/작은 하이라이트. 기본값 0.0. |
reflection_color | `Vector3 | None` |
reflection_factor | float | 반사에 대한 블렌드 양. 기본값 0.0. |
사용 예시
패키지: aspose.threed.formats
from aspose.threed import Scene
from aspose.threed.entities import Mesh
from aspose.threed.shading import LambertMaterial
from aspose.threed.utilities import Vector3, Vector4
scene = Scene()
# Build a simple triangle mesh
mesh = Mesh()
mesh.control_points.append(Vector4(0, 0, 0, 1))
mesh.control_points.append(Vector4(1, 0, 0, 1))
mesh.control_points.append(Vector4(0.5, 1, 0, 1))
mesh.create_polygon(0, 1, 2)
# Create a matte red material
mat = LambertMaterial("red-matte")
mat.diffuse_color = Vector3(0.8, 0.1, 0.1) # R, G, B in [0, 1]
mat.ambient_color = Vector3(0.1, 0.05, 0.05)
node = scene.root_node.create_child_node("triangle", mesh)
node.material = mat
scene.save("lambert.obj")StlLoadOptions
from aspose.threed import Scene
from aspose.threed.entities import Mesh
from aspose.threed.shading import PhongMaterial
from aspose.threed.utilities import Vector3, Vector4
scene = Scene()
mesh = Mesh()
mesh.control_points.append(Vector4(0, 0, 0, 1))
mesh.control_points.append(Vector4(1, 0, 0, 1))
mesh.control_points.append(Vector4(0.5, 1, 0, 1))
mesh.create_polygon(0, 1, 2)
mat = PhongMaterial("shiny-blue")
mat.diffuse_color = Vector3(0.1, 0.2, 0.8) # blue
mat.specular_color = Vector3(1.0, 1.0, 1.0) # white highlights
mat.specular_factor = 0.5
mat.shininess = 64.0 # tight specular lobe
mat.ambient_color = Vector3(0.05, 0.05, 0.1)
node = scene.root_node.create_child_node("mesh", mesh)
node.material = mat
scene.save("phong.obj")IOConfig (base)
from aspose.threed.shading import LambertMaterial
from aspose.threed.utilities import Vector3
mat = LambertMaterial("glass")
mat.diffuse_color = Vector3(0.7, 0.9, 1.0) # faint blue tint
mat.transparency = 0.7 # 70% transparentLoadOptions와 SaveOptions는 모두 IOConfig를 상속합니다. 모든 옵션 객체에서 사용할 수 있는 속성은 다음과 같습니다.
from aspose.threed import Scene
from aspose.threed.shading import LambertMaterial, PhongMaterial
scene = Scene()
scene.open("model.obj")
def inspect_node(node):
if node.material:
m = node.material
kind = "Phong" if isinstance(m, PhongMaterial) else "Lambert"
print(f"Node '{node.name}': {kind}: diffuse={m.diffuse_color}")
if isinstance(m, PhongMaterial):
print(f" shininess={m.shininess}")
for child in node.child_nodes:
inspect_node(child)
inspect_node(scene.root_node)PbrMaterial
class PbrMaterial(Material):ColladaSaveOptions
A3DObject → Material → PbrMaterial
PBR(Physically Based Rendering) 재질. glTF 2.0 및 기타 PBR 지원 포맷에서 사용됩니다. a에 할당됩니다 Node 를 통해 node.material.
ColladaSaveOptions
PbrMaterial(name: str = None, albedo: Vector3 = None)ColladaSaveOptions
| ColladaSaveOptions | ColladaSaveOptions | ColladaSaveOptions |
|---|---|---|
albedo | `Vector3 | None` |
albedo_texture | any | 알베도 채널용 텍스처 맵. |
normal_texture | any | 노멀 맵 텍스처. |
metallic_factor | float | 금속성 기여도: 0.0 = 완전 유전체, 1.0 = 완전 금속. |
roughness_factor | float | 표면 거칠기: 0.0 = 매끄럽게/거울처럼, 1.0 = 완전 거칠게. |
metallic_roughness | any | 결합된 metallic-roughness 텍스처 (glTF 규약: B=metallic, G=roughness). |
occlusion_texture | any | 앰비언트 오클루전 텍스처. |
occlusion_factor | float | 앰비언트 오클루전 효과의 강도. |
emissive_texture | 어떤 | 자체 발광 영역을 위한 방출 텍스처. |
emissive_color | `Vector3 | None` |
transparency | float | 불투명도 수준: 0.0 = 완전 불투명, 1.0 = 완전 투명. |
Wavefront OBJ 파일에 대한 저장 옵션.
| ColladaSaveOptions | 반환 유형 | ColladaSaveOptions |
|---|---|---|
PbrMaterial.from_material(material) | PbrMaterial | 다음을 변환합니다 LambertMaterial 또는 PhongMaterial 에 PbrMaterial 근사값. |
GltfSaveOptions
from aspose.threed import Scene
from aspose.threed.entities import Mesh
from aspose.threed.shading import PbrMaterial
from aspose.threed.utilities import Vector3, Vector4
scene = Scene()
mesh = Mesh()
mesh.control_points.append(Vector4(0, 0, 0, 1))
mesh.control_points.append(Vector4(1, 0, 0, 1))
mesh.control_points.append(Vector4(0.5, 1, 0, 1))
mesh.create_polygon(0, 1, 2)
mat = PbrMaterial("pbr-metal")
mat.albedo = Vector3(0.8, 0.6, 0.2) # gold-ish base color
mat.metallic_factor = 0.9
mat.roughness_factor = 0.2
node = scene.root_node.create_child_node("mesh", mesh)
node.material = mat
scene.save("pbr.glb")