Material — Aspose.3D FOSS for .NET
Ruang nama: Aspose.ThreeD.Shading
LambertMaterial
Bahan klasik yang hanya difus dengan sifat permukaan asas.
Enumerations
| Enumerations | Enumerations | Enumerations | Enumerations |
|---|---|---|---|
Name | string | dapat/atur | Nama bahan |
Ambient | Vector4 | dapat/atur | Warna ambien |
Diffuse | Vector4 | dapat/atur | Warna difus |
Emissive | Vector4 | dapat/atur | Warna emisif |
Reflective | Vector4 | dapat/atur | Warna reflektif |
Reflectivity | float | dapat/atur | Faktor reflektif |
Transparency | float | dapat/atur | Faktor ketelusan |
IndexOfRefraction | float | dapat/atur | Indeks refraksi |
Texture | string | dapat/atur | Laluan fail tekstur |
using Aspose.ThreeD.Shading;
var material = new LambertMaterial("Wood");
material.Diffuse = new Vector4(0.6f, 0.4f, 0.2f, 1.0f);PhongMaterial
Enumerations LambertMaterial dengan sorotan spekular.
Ciri Tambahan
| Enumerations | Enumerations | Enumerations | Enumerations |
|---|---|---|---|
Specular | Vector4 | get/set | Warna sorotan spekular |
Shininess | float | get/set | Eksponen kilap |
SpecularPower | float | get/set | Kuasa spekular |
var material = new PhongMaterial("Metal");
material.Specular = new Vector4(0.8f, 0.8f, 0.8f, 1.0f);
material.Shininess = 50.0f;PbrMaterial
Bahan Physically Based Rendering yang digunakan oleh glTF 2.0 dan format lain yang menyokong PBR.
Enumerations
| Enumerations | Enumerations | Enumerations | Enumerations |
|---|---|---|---|
Name | string | get/set | Nama bahan |
BaseColor | Vector4 | get/set | Warna asas (albedo) |
Metallic | float | dapat/atur | Faktor metalik (0–1) |
Roughness | float | dapat/atur | Faktor kekasaran (0–1) |
Occlusion | float | dapat/atur | Faktor occlusion ambient |
BaseColorTexture | string | get/set | Laluan tekstur warna asas |
MetallicRoughnessTexture | string | get/set | Tekstur logam/kekasaran gabungan |
NormalTexture | string | dapat/atur | Laluan tekstur peta normal |
EmissiveTexture | string | dapat/atur | Laluan tekstur emisif |
OcclusionTexture | string | dapat/atur | Laluan tekstur okklusi |
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;