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):A3DObject → Material → LambertMaterial
LambertMaterial(name: str = None)ambient_color | `Vector3 | None` |
diffuse_color | `Vector3 | None` |
emissive_color | `Vector3 | None` |
transparent_color | `Vector3 | None` |
transparency | float | 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):A3DObject → Material → LambertMaterial → PhongMaterial
继承所有 LambertMaterial 属性并添加::
附加属性
specular_color | `Vector3 | None` |
specular_factor | float | 镜面贡献的比例。默认 0.0. |
shininess | float | Phong 高光指数。数值越高 = 高光越紧凑/更小。默认 0.0. |
reflection_color | `Vector3 | None` |
reflection_factor | float | 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):A3DObject → Material → PbrMaterial
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 | `Vector3 | None` |
albedo_texture | 任意 | albedo 通道的纹理贴图。. |
normal_texture | 任意 | 法线贴图纹理。. |
metallic_factor | float | 金属度贡献:: 0.0 = 完全介电体,, 1.0 = 完全金属。. |
roughness_factor | float | 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_factor | float | 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 | `Vector3 | None` |
transparency | float | 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 LambertMaterial 或 PhongMaterial 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")