Qt Quick 3D - Principled Material Example
// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause import QtQuick import QtQuick.Controls import QtQuick.Layouts import QtQuick3D // qmllint disable missing-property // Disabling missing-property because the targetMaterial property // will either be a PrincipaledMaterial or SpecularGlossyMaterial // but the shared properties are not part of the common base class ScrollView { id: rootView required property PrincipledMaterial principledMaterial required property SpecularGlossyMaterial specularGlossyMaterial ScrollBar.horizontal.policy: ScrollBar.AlwaysOff width: availableWidth property bool specularGlossyMode: false ColumnLayout { width: rootView.availableWidth MarkdownLabel { text: `# The Basics PrincipledMaterial is a Physically Based Rendering (PBR) material that follows the Metal/Roughness workflow. This section describes the basics of using the fundamental properties of the PrincipledMaterial. An alternative workflow is the Specular/Glossy workflow which works like the PrincipledMaterial and is called SpecularGlossyMaterial. ` } RowLayout { Label { text: "Metalness/Roughness" } Switch { checked: rootView.specularGlossyMode onCheckedChanged: { rootView.specularGlossyMode = checked } } Label { text: "Specular/Glossy" } } ColumnLayout { implicitWidth: rootView.availableWidth visible: !rootView.specularGlossyMode MarkdownLabel { text: `## Base Color The Base Color property of the material in the Metal/Roughness workflow defines both a diffuse reflected color for dielectric (non-metals) as well as the reflectance value for metals. The PrincipledMaterial enables the Base Color to be defined either as a single color, or as a texture. ### Base Color (Scalar) ` } RowLayout { Label { text: "Red (" + rootView.principledMaterial.baseColor.r.toFixed(2) + ")" Layout.fillWidth: true } Slider { from: 0 to: 1 value: rootView.principledMaterial.baseColor.r onValueChanged: rootView.principledMaterial.baseColor.r = value } } RowLayout { Label { text: "Green (" + rootView.principledMaterial.baseColor.g.toFixed(2) + ")" Layout.fillWidth: true } Slider { from: 0 to: 1 value: rootView.principledMaterial.baseColor.g onValueChanged: rootView.principledMaterial.baseColor.g = value } } RowLayout { Label { text: "Blue (" + rootView.principledMaterial.baseColor.b.toFixed(2) + ")" Layout.fillWidth: true } Slider { from: 0 to: 1 value: rootView.principledMaterial.baseColor.b onValueChanged: rootView.principledMaterial.baseColor.b = value } } MarkdownLabel { text: `### Base Color (Map) When using a texture for Base Color, it is important to remember that the final Base Color value will be the combination of both the Base Color (Scalar) and the Base Color Map (Texture). Setting the Base Color (Scaler) to White, or in other words 1.0 for all color channels, the Colors in the Base Color Map will be exactly as intended. ` } Button { text: "Reset Base Color" onClicked: { rootView.principledMaterial.baseColor = "white" } } TextureSourceControl { defaultTexture: "maps/metallic/basecolor.jpg" onTargetTextureChanged: { rootView.principledMaterial.baseColorMap = targetTexture } } VerticalSectionSeparator {} MarkdownLabel { text: `## Metalness The Metalness property of the PrincipledMaterial defines how to interpret the Base Color of the material. A value of 0 means that the material is dielectric (non-metal) and Base Color should be interpreted as diffuse reflected color. If the Metalness value is 1 then the material is a raw metal and Base Color should be interpreted as reflectance values. For the the most realistic results, this value should be either 0 or 1, but it is possible to set values in between to get mixed of both for artistic reasons.` } RowLayout { Label { text: "Metalness (" + rootView.principledMaterial.metalness.toFixed(2) + ")" Layout.fillWidth: true } Slider { from: 0 to: 1 value: rootView.principledMaterial.metalness onValueChanged: rootView.principledMaterial.metalness = value } } MarkdownLabel { text: `### Metalness (Map) The Metalness Map property specifies a texture to sample the Metalness value from. Since the Metalness property is only a single floating point value between 0.0 and 1.0, it's only necessary to use a single color channel of the image, or a greyscale image. By default PrincipledMaterial will use the value in the blue channel of the texture, but it's possible to change which color channel is used. ` } ComboBox { id: metalnessChannelComboBox textRole: "text" valueRole: "value" implicitContentWidthPolicy: ComboBox.WidestText onActivated: rootView.principledMaterial.metalnessChannel = currentValue Component.onCompleted: currentIndex = indexOfValue(rootView.principledMaterial.metalnessChannel) model: [ { value: PrincipledMaterial.R, text: "Red Channel"}, { value: PrincipledMaterial.G, text: "Green Channel"}, { value: PrincipledMaterial.B, text: "Blue Channel"}, { value: PrincipledMaterial.A, text: "Alpha Channel"} ] } MarkdownLabel { text: ` When using a Metalness Map the value sampled from the map file is multiplied by the value of the Metalness property. In practice this means that the maximum Metalness value possible will be the value set by the Metalness map is the value in the Metalness property. So most of the time when using a Metalness Map it will make sense to leave the value of Metalness to 1.0. ` } Button { text: "Reset Metalness Value" onClicked: rootView.principledMaterial.metalness = 1.0 } TextureSourceControl { defaultClearColor: "black" defaultTexture: "maps/metallic/metallic.jpg" onTargetTextureChanged: { rootView.principledMaterial.metalnessMap = targetTexture } } VerticalSectionSeparator {} MarkdownLabel { text: `## Roughness The Roughness property defines the amount of irregularities in the surface of a material. The more irregular a surface is, the more the light reflecting off of it will be spread and cause light diffusion. If the surface instead is smooth with few surface irregularity then light will be reflected in a more focused and intense manner. A value of 0.0 means that the surface is smooth and reflective as a mirror, and a value of 1.0 means that the surface is so rough its hard for light to be reflected at all.` } RowLayout { Label { text: "Roughness (" + rootView.principledMaterial.roughness.toFixed(2) + ")" Layout.fillWidth: true } Slider { from: 0 to: 1 value: rootView.principledMaterial.roughness onValueChanged: rootView.principledMaterial.roughness = value } } MarkdownLabel { text: `### Roughness (Map) The Roughness Map property specifies a texture to sample the Roughness value from. Since the Roughness property is only a single floating point value between 0.0 and 1.0, it's only necessary to use a single color channel of the image, or a greyscale image. By default PrincipledMaterial will use the value in the green channel of the texture, but it's possible to change which color channel is used. ` } ComboBox { id: roughnessChannelComboBox textRole: "text" valueRole: "value" implicitContentWidthPolicy: ComboBox.WidestText onActivated: rootView.principledMaterial.roughnessChannel = currentValue Component.onCompleted: currentIndex = indexOfValue(rootView.principledMaterial.roughnessChannel) model: [ { value: PrincipledMaterial.R, text: "Red Channel"}, { value: PrincipledMaterial.G, text: "Green Channel"}, { value: PrincipledMaterial.B, text: "Blue Channel"}, { value: PrincipledMaterial.A, text: "Alpha Channel"} ] } MarkdownLabel { text: ` When using a Roughness Map the value sampled from the map file is multiplied by the value of the Roughness property. In practice this means that the maximum Roughness value possible will be the value set by the Roughness map is the value in the Roughness property. So most of the time when using a Roughness Map it will make sense to leave the value of Roughness to 1.0. ` } Button { text: "Reset Roughness Value" onClicked: rootView.principledMaterial.roughness = 1.0 } TextureSourceControl { defaultClearColor: "black" defaultTexture: "maps/metallic/roughness.jpg" onTargetTextureChanged: { rootView.principledMaterial.roughnessMap = targetTexture } } } ColumnLayout { implicitWidth: rootView.availableWidth visible: rootView.specularGlossyMode MarkdownLabel { text: `## Albedo Color The Albedo Color property of the material in the Specular/Glossy workflow defines both a diffuse color without reflectance values. The SpecularGlossyMaterial enables the Albedo Color to be defined either as a single color, or as a texture. ### Albedo Color (Scalar) ` } RowLayout { Label { text: "Red (" + rootView.specularGlossyMaterial.baseColor.r.toFixed(2) + ")" Layout.fillWidth: true } Slider { from: 0 to: 1 value: rootView.specularGlossyMaterial.albedoColor.r onValueChanged: rootView.specularGlossyMaterial.albedoColor.r = value } } RowLayout { Label { text: "Green (" + rootView.specularGlossyMaterial.albedoColor.g.toFixed(2) + ")" Layout.fillWidth: true } Slider { from: 0 to: 1 value: rootView.specularGlossyMaterial.albedoColor.g onValueChanged: rootView.specularGlossyMaterial.albedoColor.g = value } } RowLayout { Label { text: "Blue (" + rootView.specularGlossyMaterial.albedoColor.b.toFixed(2) + ")" Layout.fillWidth: true } Slider { from: 0 to: 1 value: rootView.specularGlossyMaterial.albedoColor.b onValueChanged: rootView.specularGlossyMaterial.albedoColor.b = value } } MarkdownLabel { text: `### Albedo (Map) When using a texture for Albedo Color, it is important to remember that the final Albedo Color value will be the combination of both the Albedo Color (Scalar) and the Albedo Color Map (Texture). Setting the Albedo Color (Scaler) to White, or in other words 1.0 for all color channels, the Colors in the Albedo Map will be exactly as intended. ` } Button { text: "Reset Albedo Color" onClicked: { rootView.specularGlossyMaterial.albedoColor = "white" } } TextureSourceControl { defaultTexture: "maps/metallic/basecolor.jpg" onTargetTextureChanged: { rootView.specularGlossyMaterial.albedoMap = targetTexture } } VerticalSectionSeparator {} MarkdownLabel { text: `## Specular Color The Specular Color property of the SpecularGlossyMaterial defines the reflectance Color of the material.` } RowLayout { Label { text: "Red (" + rootView.specularGlossyMaterial.specularColor.r.toFixed(2) + ")" Layout.fillWidth: true } Slider { from: 0 to: 1 value: rootView.specularGlossyMaterial.specularColor.r onValueChanged: rootView.specularGlossyMaterial.specularColor.r = value } } RowLayout { Label { text: "Green (" + rootView.specularGlossyMaterial.specularColor.g.toFixed(2) + ")" Layout.fillWidth: true } Slider { from: 0 to: 1 value: rootView.specularGlossyMaterial.specularColor.g onValueChanged: rootView.specularGlossyMaterial.specularColor.g = value } } RowLayout { Label { text: "Blue (" + rootView.specularGlossyMaterial.specularColor.b.toFixed(2) + ")" Layout.fillWidth: true } Slider { from: 0 to: 1 value: rootView.specularGlossyMaterial.specularColor.b onValueChanged: rootView.specularGlossyMaterial.specularColor.b = value } } MarkdownLabel { text: `### Specular (Map) The Specular Map property specifies a texture to sample the Specular color value from. When using a Specular Map the value sampled from the map file is multiplied by the value of the Specular Color property. In practice this means that the maximum Specular value possible will be the value set by the Specular map is the value in the Specular color property. So most of the time when using a Specular Map it will make sense to leave the value of Specular to 1.0. ` } Button { text: "Reset Specular Color Value" onClicked: rootView.specularGlossyMaterial.specularColor = "white" } TextureSourceControl { defaultClearColor: "black" defaultTexture: "maps/metallic/metallic.jpg" onTargetTextureChanged: { rootView.specularGlossyMaterial.specularMap = targetTexture } } VerticalSectionSeparator {} MarkdownLabel { text: `## Glossiness The Glossiness property defines the amount of irregularities in the surface of a material. The more irregular a surface is, the more the light reflecting off of it will be spread and cause light diffusion. If the surface instead is smooth with few surface irregularity then light will be reflected in a more focused and intense manner. A value of 1.0 means that the surface is smooth and reflective as a mirror, and a value of 0.0 means that the surface is so rough its hard for light to be reflected at all.` } RowLayout { Label { text: "Glossiness (" + rootView.specularGlossyMaterial.glossiness.toFixed(2) + ")" Layout.fillWidth: true } Slider { from: 0 to: 1 value: rootView.specularGlossyMaterial.glossiness onValueChanged: rootView.specularGlossyMaterial.glossiness = value } } MarkdownLabel { text: `### Glossiness (Map) The Glossiness Map property specifies a texture to sample the Glossiness value from. Since the Glossiness property is only a single floating point value between 0.0 and 1.0, it's only necessary to use a single color channel of the image, or a greyscale image. By default SpecularGlossyMaterial will use the value in the alpha channel of the texture, but it's possible to change which color channel is used. ` } ComboBox { textRole: "text" valueRole: "value" implicitContentWidthPolicy: ComboBox.WidestText onActivated: rootView.specularGlossyMaterial.glossinessChannel = currentValue Component.onCompleted: currentIndex = indexOfValue(rootView.specularGlossyMaterial.glossinessChannel) model: [ { value: SpecularGlossyMaterial.R, text: "Red Channel"}, { value: SpecularGlossyMaterial.G, text: "Green Channel"}, { value: SpecularGlossyMaterial.B, text: "Blue Channel"}, { value: SpecularGlossyMaterial.A, text: "Alpha Channel"} ] } MarkdownLabel { text: ` When using a Glossiness Map the value sampled from the map file is multiplied by the value of the Glossiness property. In practice this means that the maximum Glossiness value possible will be the value set by the Glossiness map is the value in the Glossiness property. So most of the time when using a Glossiness Map it will make sense to leave the value of Glossiness to 1.0. ` } Button { text: "Reset Glossiness Value" onClicked: rootView.specularGlossyMaterial.glossiness = 1.0 } TextureSourceControl { defaultClearColor: "white" defaultTexture: "maps/metallic/roughness.jpg" onTargetTextureChanged: { rootView.specularGlossyMaterial.glossinessMap = targetTexture } } } } } // qmllint enable missing-property