Material¶

class Material

Defines the way an object appears in the presence of lighting. A material is only necessary if lighting is to be enabled; otherwise, the material isn’t used.

There are two workflows that are supported: the “classic” workflow of providing separate ambient, diffuse and specular colors, and the “metalness” workflow, in which a base color is specified along with a “metallic” value that indicates whether the material is a metal or a dielectric.

The size of the specular highlight can be specified by either specifying the specular exponent (shininess) or by specifying a roughness value that in perceptually linear in the range of 0-1.

Inheritance diagram

explicit Material(std::string const &name = "")
Material(Material const &copy)
void clear_ambient(void)

Removes the explicit ambient color from the material.

void clear_base_color(void)

Removes the explicit base_color color from the material.

void clear_diffuse(void)

Removes the explicit diffuse color from the material.

void clear_emission(void)

Removes the explicit emission color from the material.

void clear_metallic(void)

Removes the explicit metallic setting from the material.

void clear_specular(void)

Removes the explicit specular color from the material.

int compare_to(Material const &other) const

Returns a number less than zero if this material sorts before the other one, greater than zero if it sorts after, or zero if they are equivalent. The sorting order is arbitrary and largely meaningless, except to differentiate different materials.

LColor const &get_ambient(void) const

Returns the ambient color setting, if it has been set. Returns (0,0,0,0) if the ambient color has not been set.

LColor const &get_base_color(void) const

Returns the base_color color setting, if it has been set. If neither the base color nor the metallic have been set, this returns the diffuse color.

static TypeHandle get_class_type(void)
Material *get_default(void)

Returns the default material.

LColor const &get_diffuse(void) const

Returns the diffuse color setting, if it has been set. Returns (1,1,1,1) if the diffuse color has not been set.

LColor const &get_emission(void) const

Returns the emission color setting, if it has been set. Returns (0,0,0,0) if the emission color has not been set.

bool get_local(void) const

Returns the local viewer flag. Set set_local().

PN_stdfloat get_metallic(void) const

Returns the metallic setting, if it has been set. Returns 0 if it has not been set.

PN_stdfloat get_refractive_index(void) const

Returns the index of refraction, or 1 if none has been set for this material.

PN_stdfloat get_roughness(void) const

Returns the roughness previously specified by set_roughness(). If none was previously set, this value is computed from the shininess value.

PN_stdfloat get_shininess(void) const

Returns the shininess exponent of the material.

LColor const &get_specular(void) const

Returns the specular color setting, if it has been set. Returns (0,0,0,0) if the specular color has not been set.

bool get_twoside(void) const

Returns the state of the two-sided lighting flag. See set_twoside().

bool has_ambient(void) const

Returns true if the ambient color has been explicitly set for this material, false otherwise.

bool has_base_color(void) const

Returns true if the base color has been explicitly set for this material, false otherwise.

bool has_diffuse(void) const

Returns true if the diffuse color has been explicitly set for this material, false otherwise.

bool has_emission(void) const

Returns true if the emission color has been explicitly set for this material, false otherwise.

bool has_metallic(void) const

Returns true if the metallic has been explicitly set for this material, false otherwise.

bool has_refractive_index(void) const

Returns true if a refractive index has explicitly been specified for this material.

bool has_roughness(void) const

Returns true if the roughness has been explicitly set for this material, false otherwise.

bool has_specular(void) const

Returns true if the specular color has been explicitly set for this material, false otherwise.

bool is_attrib_locked(void) const

Deprecated: This no longer has any meaning in 1.10.

void output(std::ostream &out) const
void set_ambient(LColor const &color)

Specifies the ambient color setting of the material. This will be the multiplied by any ambient lights in effect on the material to set its base color.

This is the color of the object as it appears in the absence of direct light.

If this is not set, the object color will be used.

void set_attrib_lock(void)

Deprecated: This no longer has any meaning in 1.10.

void set_base_color(LColor const &color)

Specifies the base color of the material. In conjunction with set_metallic(), this is an alternate way to specify the color of a material. For dielectrics, this will determine the value of the diffuse color, and for metals, this will determine the value of the specular color.

Setting this will clear an explicit specular, diffuse or ambient color assignment.

If this is not set, the object color will be used.

void set_diffuse(LColor const &color)

Specifies the diffuse color setting of the material. This will be multiplied by any lights in effect on the material to get the color in the parts of the object illuminated by the lights.

This is the primary color of an object; the color of the object as it appears in direct light, in the absence of highlights.

If this is not set, the object color will be used.

void set_emission(LColor const &color)

Specifies the emission color setting of the material. This is the color of the object as it appears in the absence of any light whatsover, including ambient light. It is as if the object is glowing by this color (although of course it will not illuminate neighboring objects).

If this is not set, the object will not glow by its own light and will only appear visible in the presence of one or more lights.

void set_local(bool local)

Sets the local viewer flag. Set this true to enable camera-relative specular highlights, or false to use orthogonal specular highlights. The default value is true. Applications that use orthogonal projection should specify false.

void set_metallic(PN_stdfloat metallic)

Sets the metallic setting of the material, which is is used for physically- based rendering models. This is usually 0 for dielectric materials and 1 for metals. It really does not make sense to set this to a value other than 0 or 1, but it is nonetheless a float for compatibility with tools that allow setting this to values other than 0 or 1.

void set_refractive_index(PN_stdfloat refractive_index)

Sets the index of refraction of the material, which is used to determine the specular color in absence of an explicit specular color assignment. This is usually 1.5 for dielectric materials. It is not very useful for metals, since they cannot be described as easily with a single number.

Should be 1 or higher. The default is 1.

void set_roughness(PN_stdfloat roughness)

Sets the roughness exponent of the material, where 0 is completely shiny (infinite shininess), and 1 is a completely dull object (0 shininess). This is a different, more perceptually intuitive way of controlling the size of the specular spot, and more commonly used in physically-based rendering.

Setting a roughness recalculates the shininess value.

void set_shininess(PN_stdfloat shininess)

Sets the shininess exponent of the material. This controls the size of the specular highlight spot. In general, larger number produce a smaller specular highlight, which makes the object appear shinier. Smaller numbers produce a larger highlight, which makes the object appear less shiny.

This is usually in the range 0..128.

Setting a shininess value removes any previous roughness assignment.

void set_specular(LColor const &color)

Specifies the specular color setting of the material. This will be multiplied by any lights in effect on the material to compute the color of specular highlights on the object.

This is the highlight color of an object: the color of small highlight reflections.

If this is not set, the specular color is taken from the index of refraction, which is 1 by default (meaning no specular reflections are generated).

void set_twoside(bool twoside)

Set this true to enable two-sided lighting. When two-sided lighting is on, both sides of a polygon will be lit by this material. The default is for two-sided lighting to be off, in which case only the front surface is lit.

void write(std::ostream &out, int indent) const