LambertMaterial and PhongMaterial — Aspose.3D FOSS for Python API Reference

: aspose.threed.shading (aspose-3d-foss)

Aspose.3D FOSS pruža dve klase materijala u klasičnoj hijerarhiji senčenja:

  • LambertMaterial: difuzno matirano senčenje (bez specularnosti)
  • PhongMaterial: proširuje Lambert sa specularnim naglascima i sjajnošću

Oba su dodeljena Node preko node.material. Boje se postavljaju pomoću Vector3(r, g, b) gde su komponente u [0.0, 1.0].


LambertMaterial

class LambertMaterial(Material):

A3DObjectMaterialLambertMaterial

LambertMaterial(name: str = None)

ambient_color`Vector3None`
diffuse_color`Vector3None`
emissive_color`Vector3None`
transparent_color`Vector3None`
transparencyfloatNivo neprozirnosti: 0.0 = potpuno neprozirno, 1.0 = potpuno prozirno. Ograničeno na [0.0, 1.0].

PhongMaterial

class PhongMaterial(LambertMaterial):

A3DObjectMaterialLambertMaterialPhongMaterial

Nasleđuje sve LambertMaterial svojstva i dodaje:

Dodatna svojstva

specular_color`Vector3None`
specular_factorfloatSkala spekularnog doprinosa. Podrazumevano 0.0.
shininessfloatPhong eksponent sjajnosti. Veći = uži/manji naglasci. Podrazumevano 0.0.
reflection_color`Vector3None`
reflection_factorfloatKoličina blendovanja za refleksiju. Podrazumevano 0.0.

Primeri upotrebe

Lambert mat materijal

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")

Phong sjajni materijal

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")

Poluprozirni materijal

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% transparent

Učitaj materijal iz uvecene scene

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):

A3DObjectMaterialPbrMaterial

PBR (Physically Based Rendering) materijal. Koristi se u glTF 2.0 i drugim formatima koji podržavaju PBR. Dodeljen a Node preko node.material.

PbrMaterial(name: str = None, albedo: Vector3 = None)

albedo`Vector3None`
albedo_texturebilo kojiMapa teksture za albedo kanal.
normal_texturebilo kojiNormalna mapa teksture.
metallic_factorfloatMetalni doprinos: 0.0 = potpuno dielektrična, 1.0 = potpuno metalna.
roughness_factorfloatHrapavost površine: 0.0 = glatko/ogledalo, 1.0 = potpuno hrapav.
metallic_roughnessbilo kojiKombinovana tekstura metallic‑roughness (glTF konvencija: B=metallic, G=roughness).
occlusion_texturebilo kojiTekstura ambijentalne okluzije.
occlusion_factorfloatJačina efekta ambijentalne okluzije.
emissive_texturebilo kojiEmisivna tekstura za samostalno osvetljene regione.
emissive_color`Vector3None`
transparencyfloatNivo prozirnosti: 0.0 = potpuno neprovidan, 1.0 = potpuno proziran.

Metod klase

Tip povratne vrednosti
PbrMaterial.from_material(material)PbrMaterialPretvara LambertMaterial ili PhongMaterial kao PbrMaterial aproksimacija.

Primer upotrebe

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")

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