Material and PbrMaterial — Aspose.3D FOSS for Java

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

Aspose.3D FOSS for Java 提供两种材质类::

  • Material: 所有材质类型的抽象基类。提供名称以及用于数值和颜色参数的属性集合。.
  • PbrMaterial: 具有金属度、粗糙度、反照率和自发光属性的基于物理的渲染材质。用于 glTF 2.0 以及其他支持 PBR 的格式。.

材质被分配给 a Node 通过 node.setMaterial(material).


Properties

public abstract class Material extends A3DObject

Properties

A3DObject -> Material

Material 是所有 material 类型的抽象基类。它提供 name 属性和一个 Properties 用于用户自定义 metadata 的集合。您不能实例化 Material 直接;使用 PbrMaterial 而不是。.


PbrMaterial

public class PbrMaterial extends Material

Properties

A3DObject -> Material -> PbrMaterial

PBR(Physically Based Rendering)材质。由 glTF 2.0 和其他支持 PBR 的格式使用。分配给 a Node 通过 node.setMaterial(material).

Properties

PbrMaterial()
PbrMaterial(String name)
PbrMaterial(String name, Vector4 albedo)

Properties

PropertiesPropertiesPropertiesPropertiesProperties
albedoVector4getAlbedo()setAlbedo(Vector4)表面的基色(albedo),以 RGBA 表示。默认 null.
metallicFactordoublegetMetallicFactor()setMetallicFactor(double)金属贡献:: 0.0 = 完全介电,, 1.0 = 完全金属。.
roughnessFactordoublegetRoughnessFactor()setRoughnessFactor(double)表面粗糙度:: 0.0 = 光滑/镜面, 1.0 = 完全粗糙。.
emissiveColorVector3getEmissiveColor()setEmissiveColor(Vector3)= 自发光颜色。默认 null.
transparencydoublegetTransparency()setTransparency(double)= 不透明度级别:: 0.0 = 完全不透明, 1.0 = 完全透明。.

使用示例

import com.aspose.threed.*;
import com.aspose.threed.shading.PbrMaterial;

Scene scene = new Scene();

Mesh mesh = new Mesh();
mesh.getControlPoints().add(new Vector4(0, 0, 0, 1));
mesh.getControlPoints().add(new Vector4(1, 0, 0, 1));
mesh.getControlPoints().add(new Vector4(0.5, 1, 0, 1));
mesh.createPolygon(0, 1, 2);

PbrMaterial mat = new PbrMaterial("pbr-metal");
mat.setAlbedo(new Vector4(0.8, 0.6, 0.2, 1.0));    // gold-ish base color
mat.setMetallicFactor(0.9);
mat.setRoughnessFactor(0.2);

Node node = scene.getRootNode().createChildNode("mesh", mesh);
node.setMaterial(mat);

scene.save("pbr.glb");

半透明 PBR 材质

import com.aspose.threed.shading.PbrMaterial;

PbrMaterial mat = new PbrMaterial("glass");
mat.setAlbedo(new Vector4(0.7, 0.9, 1.0, 1.0));
mat.setTransparency(0.7);   // 70% transparent
mat.setRoughnessFactor(0.1);

从导入的场景读取材质

import com.aspose.threed.*;
import com.aspose.threed.shading.PbrMaterial;

Scene scene = new Scene();
scene.open("model.gltf");

inspectNode(scene.getRootNode());

static void inspectNode(Node node) {
    if (node.getMaterial() != null) {
        Material m = node.getMaterial();
        if (m instanceof PbrMaterial) {
            PbrMaterial pbr = (PbrMaterial) m;
            System.out.println("Node '" + node.getName() + "': PbrMaterial");
            System.out.println("  albedo=" + pbr.getAlbedo());
            System.out.println("  metallic=" + pbr.getMetallicFactor());
            System.out.println("  roughness=" + pbr.getRoughnessFactor());
        } else {
            System.out.println("Node '" + node.getName() + "': " + m.getClass().getSimpleName());
        }
    }
    for (Node child : node.getChildNodes()) {
        inspectNode(child);
    }
}

另见

 中文