PhysicallyBasedMaterial

A material that simulates the appearance of real-world objects.

PhysicallyBasedMaterial is used in scenarios where realistic rendering is required. This material simulates how light interacts with surfaces based on physical properties, resulting in highly realistic visuals.

Use cases:

  • AAA games that require realistic environments and character models.

  • Architectural visualization to create lifelike representations of buildings and interiors.

  • Film and animation production where high-quality rendering is essential.

  • Virtual reality (VR) and augmented reality (AR) applications that demand immersive and realistic visuals.

Material Property Blending:

PhysicallyBasedMaterial allows for the blending of different material properties to achieve the desired visual effect. The PropertyValue and TextureResource are combined using a multiplicative blending mode. This means that the final appearance of the material is the result of multiplying the property value with the texture color. This blending mode helps in creating more dynamic and visually interesting effects by combining uniform values and detailed texture information. Allowing for flexible customization and control over the material's appearance. These properties may be represented by different data types, such as linear color, floats, to accommodate various material characteristics.

Types

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object Companion

The companion object of PhysicallyBasedMaterial.

Functions

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fun getAmbientOcclusion(): Float

Gets the ambient occlusion value of the PhysicallyBasedMaterial.

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Gets the ambient occlusion texture of the PhysicallyBasedMaterial.

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Gets the base color of the PhysicallyBasedMaterial.

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Gets the base color texture of the PhysicallyBasedMaterial.

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Gets the blending mode of the PhysicallyBasedMaterial.

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Gets the MaterialCullingMode of the PhysicallyBasedMaterial.

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fun getDepthTest(): Boolean

Gets the state of depth testing for the material.

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fun getDepthWrite(): Boolean

Gets the state of depth writing for the material.

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Gets the emissive color of the PhysicallyBasedMaterial.

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Gets the emissive texture of the PhysicallyBasedMaterial.

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fun getMetallic(): Float

Gets the metallic value of the PhysicallyBasedMaterial.

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Gets the metallic texture of the PhysicallyBasedMaterial.

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fun getName(): String

Gets the name of the PhysicallyBasedMaterial.

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fun getNormalScale(): Float

Gets the normal scale of the PhysicallyBasedMaterial.

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Gets the normal texture of the PhysicallyBasedMaterial.

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fun getOpacity(): Float

Gets the opacity of the PhysicallyBasedMaterial.

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Gets the fill mode for rendering polygons in the material.

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fun getRoughness(): Float

Gets the roughness of the PhysicallyBasedMaterial.

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Gets the roughness texture of the PhysicallyBasedMaterial.

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fun setAmbientOcclusion(ao: Float)

Sets the ambient occlusion value of the PhysicallyBasedMaterial.

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Sets the ambient occlusion texture of the PhysicallyBasedMaterial.

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fun setBaseColor(color: Color4)

Sets the base color of the PhysicallyBasedMaterial using a color value.

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Sets the base color of the PhysicallyBasedMaterial using a texture.

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fun setBlendingMode(blendingMode: BlendingMode)

Sets the blending mode of the PhysicallyBasedMaterial.

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fun setDepthTest(depthTest: Boolean)

Enables or disables depth testing for the material.

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fun setDepthWrite(depthWrite: Boolean)

Enables or disables depth writing for the material.

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Sets the emissive color of the PhysicallyBasedMaterial.

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Sets the emissive texture of the PhysicallyBasedMaterial.

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fun setMetallic(metallic: Float)

Sets the metallic value of the PhysicallyBasedMaterial.

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Sets the metallic property of the PhysicallyBasedMaterial using a texture.

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fun setNormalScale(scale: Float)

Sets the normal scale of the PhysicallyBasedMaterial.

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Sets the normal texture of the PhysicallyBasedMaterial.

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fun setOpacity(opacity: Float)

Sets the opacity of the PhysicallyBasedMaterial.

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fun setPolygonFillMode(polygonFillMode: PolygonFillMode)

Sets the fill mode for rendering polygons in the material.

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fun setRoughness(roughness: Float)

Sets the roughness value of the PhysicallyBasedMaterial.

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Sets the roughness of the PhysicallyBasedMaterial using a texture.