Material — Aspose.3D FOSS for .NET
Navnerom: Aspose.ThreeD.Shading
LambertMaterial
Klassisk kun-diffus materiale med grunnleggende overflateegenskaper.
Enumerations
| Enumerations | Enumerations | Enumerations | Enumerations |
|---|---|---|---|
Name | string | hent/sett | Materialnavn |
Ambient | Vector4 | hent/sett | Omgivende farge |
Diffuse | Vector4 | hent/sett | Diffus farge |
Emissive | Vector4 | hent/sett | Emissiv farge |
Reflective | Vector4 | hent/sett | Reflekterende farge |
Reflectivity | float | hent/sett | Refleksjonsfaktor |
Transparency | float | hent/sett | Gjennomsiktighetsfaktor |
IndexOfRefraction | float | hent/sett | Brytningsindeks |
Texture | string | get/set | Filbane for 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 med spekulære høylys.
Ytterligere egenskaper
| Enumerations | Enumerations | Enumerations | Enumerations |
|---|---|---|---|
Specular | Vector4 | hent/sett | Spesular høylysfarge |
Shininess | float | hent/sett | Glans eksponent |
SpecularPower | float | hent/sett | Spesular kraft |
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-materiale brukt av glTF 2.0 og andre PBR-kompatible formater.
Enumerations
| Enumerations | Enumerations | Enumerations | Enumerations |
|---|---|---|---|
Name | string | hent/sett | Materialnavn |
BaseColor | Vector4 | hent/sett | Basisfarge (albedo) |
Metallic | float | hent/sett | Metallisk faktor (0–1) |
Roughness | float | hent/sett | Rughetsfaktor (0–1) |
Occlusion | float | hent/sett | Omgivelsesokklusjonsfaktor |
BaseColorTexture | string | hent/sett | Base farge tekstursti |
MetallicRoughnessTexture | string | hent/sett | Kombinert metallisk/ruhet-tekstur |
NormalTexture | string | hent/sett | Normalkart tekstursti |
EmissiveTexture | string | hent/sett | Emissiv tekstursti |
OcclusionTexture | string | hent/sett | Okkulasjon tekstursti |
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;