<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <!-- qmetalroughmaterial.cpp --> <title>MetalRoughMaterial QML Type | Qt 3D 5.12.6</title> <link rel="stylesheet" type="text/css" href="style/offline-simple.css" /> <script type="text/javascript"> document.getElementsByTagName("link").item(0).setAttribute("href", "style/offline.css"); // loading style sheet breaks anchors that were jumped to before // so force jumping to anchor again setTimeout(function() { var anchor = location.hash; // need to jump to different anchor first (e.g. none) location.hash = "#"; setTimeout(function() { location.hash = anchor; }, 0); }, 0); </script> </head> <body> <div class="header" id="qtdocheader"> <div class="main"> <div class="main-rounded"> <div class="navigationbar"> <table><tr> <td >Qt 5.12</td><td ><a href="qt3d-index.html">Qt 3D</a></td><td ><a href="qt3d-qml.html">QML Types</a></td><td >MetalRoughMaterial QML Type</td></tr></table><table class="buildversion"><tr> <td id="buildversion" width="100%" align="right"><a href="qt3d-index.html">Qt 5.12.6 Reference Documentation</a></td> </tr></table> </div> </div> <div class="content"> <div class="line"> <div class="content mainContent"> <div class="sidebar"> <div class="toc"> <h3><a name="toc">Contents</a></h3> <ul> <li class="level1"><a href="#properties">Properties</a></li> <li class="level1"><a href="#details">Detailed Description</a></li> </ul> </div> <div class="sidebar-content" id="sidebar-content"></div></div> <h1 class="title">MetalRoughMaterial QML Type</h1> <span class="subtitle"></span> <!-- $$$MetalRoughMaterial-brief --> <p>This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 3 and OpenGL ES 3. <a href="#details">More...</a></p> <!-- @@@MetalRoughMaterial --> <div class="table"><table class="alignedsummary"> <tr><td class="memItemLeft rightAlign topAlign"> Import Statement:</td><td class="memItemRight bottomAlign"> import Qt3D.Extras 2.12</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Instantiates:</td><td class="memItemRight bottomAlign"> <a href="qml-qt3d-extras-metalroughmaterial.html"><a href="qt3dextras-qmetalroughmaterial.html">QMetalRoughMaterial</a></td></tr></table></div><ul> <li><a href="qml-qt3d-extras-metalroughmaterial-members.html">List of all members, including inherited members</a></li> </ul> <a name="properties"></a> <h2 id="properties">Properties</h2> <ul> <li class="fn"><b><b><a href="qml-qt3d-extras-metalroughmaterial.html#ambientOcclusion-prop">ambientOcclusion</a></b></b> : Texture</li> <li class="fn"><b><b><a href="qml-qt3d-extras-metalroughmaterial.html#baseColor-prop">baseColor</a></b></b> : variant</li> <li class="fn"><b><b><a href="qml-qt3d-extras-metalroughmaterial.html#metalness-prop">metalness</a></b></b> : variant</li> <li class="fn"><b><b><a href="qml-qt3d-extras-metalroughmaterial.html#normal-prop">normal</a></b></b> : Texture</li> <li class="fn"><b><b><a href="qml-qt3d-extras-metalroughmaterial.html#roughness-prop">roughness</a></b></b> : variant</li> <li class="fn"><b><b><a href="qml-qt3d-extras-metalroughmaterial.html#textureScale-prop">textureScale</a></b></b> : real</li> </ul> <!-- $$$MetalRoughMaterial-description --> <a name="details"></a> <h2 id="details">Detailed Description</h2> <!-- @@@MetalRoughMaterial --> <h2>Property Documentation</h2> <!-- $$$ambientOcclusion --> <div class="qmlitem"><div class="qmlproto"> <div class="table"><table class="qmlname"> <tr valign="top" class="odd" id="ambientOcclusion-prop"> <td class="tblQmlPropNode"><p> <a name="ambientOcclusion-prop"></a><span class="name">ambientOcclusion</span> : <span class="type">Texture</span></p></td></tr> </table></div> </div><div class="qmldoc"><p>Holds the current ambient occlusion map texture of the material. This can only be a texture, otherwise it is ignored. By default this map is not set.</p> </div></div><!-- @@@ambientOcclusion --> <br/> <!-- $$$baseColor --> <div class="qmlitem"><div class="qmlproto"> <div class="table"><table class="qmlname"> <tr valign="top" class="odd" id="baseColor-prop"> <td class="tblQmlPropNode"><p> <a name="baseColor-prop"></a><span class="name">baseColor</span> : <span class="type">variant</span></p></td></tr> </table></div> </div><div class="qmldoc"><p>Holds the current base color of the material. This can be either a plain color value or a texture. By default the value of this property is "grey".</p> </div></div><!-- @@@baseColor --> <br/> <!-- $$$metalness --> <div class="qmlitem"><div class="qmlproto"> <div class="table"><table class="qmlname"> <tr valign="top" class="odd" id="metalness-prop"> <td class="tblQmlPropNode"><p> <a name="metalness-prop"></a><span class="name">metalness</span> : <span class="type">variant</span></p></td></tr> </table></div> </div><div class="qmldoc"><p>Holds the current metalness level of the material, as a value between 0 (purely dielectric, the default) and 1 (purely metallic). This can be either a plain uniform value or a texture. By default the value of this property is 0.</p> </div></div><!-- @@@metalness --> <br/> <!-- $$$normal --> <div class="qmlitem"><div class="qmlproto"> <div class="table"><table class="qmlname"> <tr valign="top" class="odd" id="normal-prop"> <td class="tblQmlPropNode"><p> <a name="normal-prop"></a><span class="name">normal</span> : <span class="type">Texture</span></p></td></tr> </table></div> </div><div class="qmldoc"><p>Holds the current normal map texture of the material. This can only be a texture, otherwise it is ignored. By default this map is not set.</p> </div></div><!-- @@@normal --> <br/> <!-- $$$roughness --> <div class="qmlitem"><div class="qmlproto"> <div class="table"><table class="qmlname"> <tr valign="top" class="odd" id="roughness-prop"> <td class="tblQmlPropNode"><p> <a name="roughness-prop"></a><span class="name">roughness</span> : <span class="type">variant</span></p></td></tr> </table></div> </div><div class="qmldoc"><p>Holds the current roughness level of the material. This can be either a plain uniform value or a texture. By default the value of this property is 0.</p> </div></div><!-- @@@roughness --> <br/> <!-- $$$textureScale --> <div class="qmlitem"><div class="qmlproto"> <div class="table"><table class="qmlname"> <tr valign="top" class="odd" id="textureScale-prop"> <td class="tblQmlPropNode"><p> <a name="textureScale-prop"></a><span class="name">textureScale</span> : <span class="type">real</span></p></td></tr> </table></div> </div><div class="qmldoc"><p>Holds the current texture scale. It is applied as a multiplier to texture coordinates at render time. Defaults to 1.0.</p> <p>When used in conjunction with WrapMode.Repeat, textureScale provides a simple way to tile a texture across a surface. For example, a texture scale of <code>4.0</code> would result in 16 (4x4) tiles.</p> </div></div><!-- @@@textureScale --> <br/> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2019 The Qt Company Ltd. 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