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

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

Aspose.3D FOSS 在经典着色层次结构中提供两个材质类::

  • LambertMaterial::漫反射哑光着色(无高光)
  • PhongMaterial::在Lambert基础上加入镜面高光和光泽度

两者都被分配给一个 Node 通过 node.material. 颜色使用 Vector3(r, g, b) 其中组件位于 [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`
transparencyfloat不透明度级别:: 0.0 = 完全不透明,, 1.0 = 完全透明。已限制为 [0.0, 1.0].

PhongMaterial

class PhongMaterial(LambertMaterial):

A3DObjectMaterialLambertMaterialPhongMaterial

继承所有 LambertMaterial 属性并添加::

附加属性

specular_color`Vector3None`
specular_factorfloat镜面贡献的比例。默认 0.0.
shininessfloatPhong 高光指数。数值越高 = 高光越紧凑/更小。默认 0.0.
reflection_color`Vector3None`
reflection_factorfloat反射的混合量。默认 0.0.

使用示例

Lambert 哑光材质

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 闪亮材质

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")

半透明材质

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

从导入的场景读取材质

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)材质。用于 glTF 2.0 和其他支持 PBR 的格式。分配给 a Node 通过 node.material.

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

albedo`Vector3None`
albedo_texture任意albedo 通道的纹理贴图。.
normal_texture任意法线贴图纹理。.
metallic_factorfloat金属度贡献:: 0.0 = 完全介电体,, 1.0 = 完全金属。.
roughness_factorfloat表面粗糙度:: 0.0 = 光滑/镜面, 1.0 = 完全粗糙。.
metallic_roughness任意合并的 metallic-roughness 纹理(glTF 约定:B=metallic,G=roughness)。.
occlusion_texture任意环境遮蔽纹理。.
occlusion_factorfloat环境遮蔽效果的强度。.
emissive_texture任意自发光区域的发射纹理。.
emissive_color`Vector3None`
transparencyfloat不透明度级别:: 0.0 = 完全不透明, 1.0 = 完全透明.

类方法

返回类型
PbrMaterial.from_material(material)PbrMaterial将一个 LambertMaterialPhongMaterial 到一个 PbrMaterial 近似。.

使用示例

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")

另见

 中文