LambertMaterial and PhongMaterial — Aspose.3D FOSS for Python API Reference
Properties: aspose.threed.shading (aspose-3d-foss)
Aspose.3D FOSS fornece duas classes de material na hierarquia clássica de sombreamento:
LambertMaterial: sombreamento fosco difuso (sem especularidade)PhongMaterial: estende Lambert com realces especulares e brilho
Ambos são atribuídos a um Node via node.material. As cores são definidas usando Vector3(r, g, b) onde os componentes estão em [0.0, 1.0].
LambertMaterial
class LambertMaterial(Material):Properties
A3DObject → Material → LambertMaterial
Properties
LambertMaterial(name: str = None)Properties
| Properties | Properties | Properties |
|---|---|---|
ambient_color | `Vector3 | None` |
diffuse_color | `Vector3 | None` |
emissive_color | `Vector3 | None` |
transparent_color | `Vector3 | None` |
transparency | float | Nível de opacidade: 0.0 = totalmente opaco, 1.0 = totalmente transparente. Limitado a [0.0, 1.0]. |
PhongMaterial
class PhongMaterial(LambertMaterial):Properties
A3DObject → Material → LambertMaterial → PhongMaterial
Herda todos LambertMaterial as propriedades e adiciona:
Inheritance
| Properties | Properties | Properties |
|---|---|---|
specular_color | `Vector3 | None` |
specular_factor | float | Escala da contribuição especular. Padrão 0.0. |
shininess | float | Expoente de brilho Phong. Maior = realces mais estreitos/menores. Padrão 0.0. |
reflection_color | `Vector3 | None` |
reflection_factor | float | Quantidade de mesclagem para reflexão. Padrão 0.0. |
Exemplos de Uso
Material Lambert Matte
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")Material Phong Brilhante
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")Material Semi-Transparente
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% transparentLer Material da Cena Importada
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):Properties
A3DObject → Material → PbrMaterial
Material PBR (Physically Based Rendering). Usado por glTF 2.0 e outros formatos compatíveis com PBR. Atribuído a um Node via node.material.
Properties
PbrMaterial(name: str = None, albedo: Vector3 = None)Properties
| Properties | Properties | Properties |
|---|---|---|
albedo | `Vector3 | None` |
albedo_texture | qualquer | Mapa de textura para o canal albedo. |
normal_texture | qualquer | Textura de mapa normal. |
metallic_factor | float | Contribuição metálica: 0.0 = totalmente dielétrico, 1.0 = totalmente metálico. |
roughness_factor | float | Rugosidade da superfície: 0.0 = liso/espelhado, 1.0 = totalmente áspero. |
metallic_roughness | qualquer | Textura combinada metallic-roughness (convenção glTF: B=metallic, G=roughness). |
occlusion_texture | qualquer | Textura de oclusão ambiente. |
occlusion_factor | float | Intensidade do efeito de oclusão ambiente. |
emissive_texture | qualquer | Textura emissiva para regiões autoiluminadas. |
emissive_color | `Vector3 | None` |
transparency | float | Nível de opacidade: 0.0 totalmente opaco, 1.0 totalmente transparente. |
Método de Classe
| Properties | Tipo de Retorno | Properties |
|---|---|---|
PbrMaterial.from_material(material) | PbrMaterial | Converte um LambertMaterial ou PhongMaterial para um PbrMaterial aproximação. |
Exemplo de Uso
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")