Material — Aspose.3D FOSS for .NET
Namespace: Aspose.ThreeD.Shading
LambertMaterial
Klassiek alleen-diffuse materiaal met basisoppervlakte-eigenschappen.
Example
| Example | Example | Example | Example |
|---|---|---|---|
Name | string | get/set | Materiaalnaam |
Ambient | Vector4 | get/set | Omgevingskleur |
Diffuse | Vector4 | get/set | Diffuse kleur |
Emissive | Vector4 | get/set | Emissieve kleur |
Reflective | Vector4 | get/set | Reflecterende kleur |
Reflectivity | float | get/set | Reflectiefactor |
Transparency | float | get/set | Transparantiefactor |
IndexOfRefraction | float | get/set | Brekingsindex |
Texture | string | get/set | Pad naar textuurbestand |
using Aspose.ThreeD.Shading;
var material = new LambertMaterial("Wood");
material.Diffuse = new Vector4(0.6f, 0.4f, 0.2f, 1.0f);PhongMaterial
Example LambertMaterial met speculaire hooglichten.
Aanvullende eigenschappen
| Example | Example | Example | Example |
|---|---|---|---|
Specular | Vector4 | get/set | Speculaire highlightkleur |
Shininess | float | get/set | Glansexponent |
SpecularPower | float | get/set | Speculaire kracht |
var material = new PhongMaterial("Metal");
material.Specular = new Vector4(0.8f, 0.8f, 0.8f, 1.0f);
material.Shininess = 50.0f;PbrMaterial
Fysiek gebaseerd rendermateriaal gebruikt door glTF 2.0 en andere PBR-compatibele formaten.
Example
| Example | Example | Example | Example |
|---|---|---|---|
Name | string | get/set | Materiaalnaam |
BaseColor | Vector4 | get/set | Basiskleur (albedo) |
Metallic | float | get/set | Metallische factor (0–1) |
Roughness | float | get/set | Ruwheidsfactor (0–1) |
Occlusion | float | get/set | Ambient occlusiefactor |
BaseColorTexture | string | get/set | Pad naar basiskleurtextuur |
MetallicRoughnessTexture | string | get/set | Gecombineerde metallic/roughness-textuur |
NormalTexture | string | get/set | Normal map textuurpad |
EmissiveTexture | string | get/set | Emissive textuurpad |
OcclusionTexture | string | get/set | Occlusion textuurpad |
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;