IMaterial
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Detailed Description
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class IMaterial : public RED::IREDObject
Material interface for material manipulation.
The ART::IMaterial interface gives access to the material object for geometries and plants.
A realistic material is defined by several properties:
diffuse;
transmission (transparency/opacity);
reflectance;
bump;
back diffuse (not for geometries);
translucency (not for geometries);
IOR;
glossiness.
A PBR material is defined by several other properties:
albedo;
roughness;
metalness;
bump;
ao.
The PBR material is intended to provide a physical description for opaque elements. The realistic material can provide a description for opaque and transparent elements.
For each of these properties, this interface allows to:
set the value, color or texture;
set the UV transform matrix;
set the texture wrap mode (repeat or clamp);
set the texture coordinates mesh channel.
According to the material properties, the mesh is rendered following a specific pipeline: opaque, transparent, masked and double sided or emissive.
Public Functions
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SET_CID(CID_class_ARTIMaterial)
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virtual void SetType(ART::MATERIAL_TYPE iType) = 0
Sets the material type.
Realistic material uses channels:
Diffuse
Transmission
Reflectance
Bump
Back diffuse
Translucency
IOR
Glossiness
PBR metallic material uses channels:
Albedo
Roughness
Metalness
Transmission
Bump
AO
Emissive material uses channels:
Emissive
- Parameters
iType – material type.
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virtual ART::MATERIAL_TYPE GetType() const = 0
Gets the material type.
- Returns
the material type.
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virtual void SetDiffuse(const RED::Color &iDiffuse) = 0
Sets the diffuse color.
If the material has a diffuse texture, the diffuse color is ignored.
- Parameters
iDiffuse – diffuse color.
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virtual const RED::Color &GetDiffuse() const = 0
Gets the diffuse color.
If the material has a diffuse texture, the diffuse color is ignored.
- Returns
the diffuse color.
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virtual void SetDiffuseTexture(const RED::Object *iTexture) = 0
Sets the diffuse texture.
- Parameters
iTexture – diffuse texture.
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virtual const RED::Object *GetDiffuseTexture() const = 0
Gets the diffuse texture.
- Returns
the diffuse texture or NULL if is doesn’t exist.
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virtual void SetDiffuseWrap(bool iRepeatU, bool iRepeatV) = 0
Sets the diffuse wrap mode.
- Parameters
iRepeatU – true to have the texture repeat along U, false if clamped.
iRepeatV – true to have the texture repeat along V, false if clamped.
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virtual void GetDiffuseWrap(bool &oRepeatU, bool &oRepeatV) const = 0
Gets the diffuse wrap mode.
- Parameters
oRepeatU – returned true if the diffuse texture repeats along U, false if it is clamped.
oRepeatV – returned true if the diffuse texture repeats along V, false if it is clamped.
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virtual void SetTransmission(double iTransmission) = 0
Sets the transmission value.
If the material has a transmission texture, the transmission value is ignored.
A value of 0 is fully opaque whereas a value of 1 is fully transparent.
- Parameters
iTransmission – transmission value.
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virtual double GetTransmission() const = 0
Gets the transmission value.
If the material has a transmission texture, the transmission value is ignored.
A value of 0 is fully opaque whereas a value of 1 is fully transparent.
- Returns
the transmission value.
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virtual void SetTransmissionTexture(const RED::Object *iTexture) = 0
Sets the transmission texture.
A value of 0 is fully opaque whereas a value of 1 is fully transparent.
- Parameters
iTexture – transmission texture.
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virtual const RED::Object *GetTransmissionTexture() const = 0
Gets the transmission texture.
A value of 0 is fully opaque whereas a value of 1 is fully transparent.
- Returns
the transmission texture or NULL if is doesn’t exist.
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virtual void SetTransmissionWrap(bool iRepeatU, bool iRepeatV) = 0
Sets the transmission wrap mode.
- Parameters
iRepeatU – true to have the texture repeat along U, false if clamped.
iRepeatV – true to have the texture repeat along V, false if clamped.
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virtual void GetTransmissionWrap(bool &oRepeatU, bool &oRepeatV) const = 0
Gets the transmission wrap mode.
- Parameters
oRepeatU – returned true if the transmission texture repeats along U, false if it is clamped.
oRepeatV – returned true if the transmission texture repeats along V, false if it is clamped.
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virtual void SetReflectance(double iReflectance) = 0
Sets the reflectance value.
If the material has a reflectance texture, the reflectance value is ignored.
A value of 0 is fully mat whereas a value of 1 is fully reflective.
- Parameters
iReflectance – reflectance value.
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virtual double GetReflectance() const = 0
Gets the reflectance value.
If the material has a reflectance texture, the reflectance value is ignored.
A value of 0 is fully mat whereas a value of 1 is fully reflective.
- Returns
the reflectance value.
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virtual void SetReflectanceTexture(const RED::Object *iTexture) = 0
Sets the reflectance texture.
A value of 0 is fully mat whereas a value of 1 is fully reflective.
- Parameters
iTexture – reflectance texture.
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virtual const RED::Object *GetReflectanceTexture() const = 0
Gets the reflectance texture.
A value of 0 is fully mat whereas a value of 1 is fully reflective.
- Returns
the reflectance texture or NULL if is doesn’t exist.
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virtual void SetReflectanceWrap(bool iRepeatU, bool iRepeatV) = 0
Sets the reflectance wrap mode.
- Parameters
iRepeatU – true to have the texture repeat along U, false if clamped.
iRepeatV – true to have the texture repeat along V, false if clamped.
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virtual void GetReflectanceWrap(bool &oRepeatU, bool &oRepeatV) const = 0
Gets the reflectance wrap mode.
- Parameters
oRepeatU – returned true if the reflectance texture repeats along U, false if it is clamped.
oRepeatV – returned true if the reflectance texture repeats along V, false if it is clamped.
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virtual void SetBumpTexture(const RED::Object *iTexture) = 0
Sets the bump texture.
The bump texture is a normal map containing 3D vector data.
- Parameters
iTexture – bump texture.
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virtual const RED::Object *GetBumpTexture() const = 0
Gets the bump texture.
The bump texture is a normal map containing 3D vector data.
- Returns
the bump texture or NULL if is doesn’t exist.
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virtual void SetBumpWrap(bool iRepeatU, bool iRepeatV) = 0
Sets the bump wrap mode.
- Parameters
iRepeatU – true to have the texture repeat along U, false if clamped.
iRepeatV – true to have the texture repeat along V, false if clamped.
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virtual void GetBumpWrap(bool &oRepeatU, bool &oRepeatV) const = 0
Gets the bump wrap mode.
- Parameters
oRepeatU – returned true if the bump texture repeats along U, false if it is clamped.
oRepeatV – returned true if the bump texture repeats along V, false if it is clamped.
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virtual void SetBackDiffuse(const RED::Color &iBackDiffuse) = 0
Sets the back diffuse color.
If the material has a back diffuse texture, the back diffuse color is ignored.
- Parameters
iBackDiffuse – back diffuse color.
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virtual const RED::Color &GetBackDiffuse() const = 0
Gets the back diffuse color.
If the material has a back diffuse texture, the back diffuse color is ignored.
- Returns
the back diffuse color.
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virtual void SetBackDiffuseTexture(const RED::Object *iTexture) = 0
Sets the back diffuse texture.
- Parameters
iTexture – back diffuse texture.
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virtual const RED::Object *GetBackDiffuseTexture() const = 0
Gets the back diffuse texture.
- Returns
the back diffuse texture or NULL if is doesn’t exist.
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virtual void SetBackDiffuseWrap(bool iRepeatU, bool iRepeatV) = 0
Sets the back diffuse wrap mode.
- Parameters
iRepeatU – true to have the texture repeat along U, false if clamped.
iRepeatV – true to have the texture repeat along V, false if clamped.
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virtual void GetBackDiffuseWrap(bool &oRepeatU, bool &oRepeatV) const = 0
Gets the back diffuse wrap mode.
- Parameters
oRepeatU – returned true if the back diffuse texture repeats along U, false if it is clamped.
oRepeatV – returned true if the back diffuse texture repeats along V, false if it is clamped.
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virtual void SetTranslucency(double iTranslucency) = 0
Sets the translucency color.
If the material has a translucency texture, the translucency color is ignored.
- Parameters
iTranslucency – translucency color.
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virtual double GetTranslucency() const = 0
Gets the translucency color.
If the material has a translucency texture, the translucency color is ignored.
- Returns
the translucency color.
-
virtual void SetTranslucencyTexture(const RED::Object *iTexture) = 0
Sets the translucency texture.
- Parameters
iTexture – translucency texture.
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virtual const RED::Object *GetTranslucencyTexture() const = 0
Gets the translucency texture.
- Returns
the translucency texture or NULL if is doesn’t exist.
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virtual void SetTranslucencyWrap(bool iRepeatU, bool iRepeatV) = 0
Sets the translucency wrap mode.
- Parameters
iRepeatU – true to have the texture repeat along U, false if clamped.
iRepeatV – true to have the texture repeat along V, false if clamped.
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virtual void GetTranslucencyWrap(bool &oRepeatU, bool &oRepeatV) const = 0
Gets the translucency wrap mode.
- Parameters
oRepeatU – returned true if the translucency texture repeats along U, false if it is clamped.
oRepeatV – returned true if the translucency texture repeats along V, false if it is clamped.
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virtual void SetIOR(double iIOR) = 0
Sets the index of refraction.
- Parameters
iIOR – index of refraction between 0 and 10.
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virtual double GetIOR() const = 0
Gets the index of refraction.
- Returns
the index of refraction of the material.
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virtual void SetIORTexture(const RED::Object *iTexture) = 0
Gets the index of refraction texture.
- Parameters
iTexture – IOR texture.
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virtual const RED::Object *GetIORTexture() const = 0
Gets the index of refraction texture.
- Returns
the IOR texture or NULL if is doesn’t exist.
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virtual void SetIORWrap(bool iRepeatU, bool iRepeatV) = 0
Sets the index of refraction wrap mode.
- Parameters
iRepeatU – true to have the texture repeat along U, false if clamped.
iRepeatV – true to have the texture repeat along V, false if clamped.
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virtual void GetIORWrap(bool &oRepeatU, bool &oRepeatV) const = 0
Gets the index of refraction wrap mode.
- Parameters
oRepeatU – returned true if the translucency texture repeats along U, false if it is clamped.
oRepeatV – returned true if the translucency texture repeats along V, false if it is clamped.
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virtual void SetGlossiness(double iGlossiness) = 0
Sets the glossiness.
- Parameters
iGlossiness – glossiness of the material between 0 and 1.
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virtual double GetGlossiness() const = 0
Gets the glossiness.
- Returns
the glossiness of the material.
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virtual void SetGlossinessTexture(const RED::Object *iTexture) = 0
Gets the glossiness texture.
- Parameters
iTexture – glossiness texture.
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virtual const RED::Object *GetGlossinessTexture() const = 0
Gets the glossiness texture.
- Returns
the glossiness texture or NULL if is doesn’t exist.
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virtual void SetGlossinessWrap(bool iRepeatU, bool iRepeatV) = 0
Sets the glossiness wrap mode.
- Parameters
iRepeatU – true to have the texture repeat along U, false if clamped.
iRepeatV – true to have the texture repeat along V, false if clamped.
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virtual void GetGlossinessWrap(bool &oRepeatU, bool &oRepeatV) const = 0
Gets the glossiness wrap mode.
- Parameters
oRepeatU – returned true if the translucency texture repeats along U, false if it is clamped.
oRepeatV – returned true if the translucency texture repeats along V, false if it is clamped.
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virtual void SetAlbedo(const RED::Color &IAlbedo) = 0
Sets the albedo color.
If the material has an albedo texture, the albedo color is ignored.
- Parameters
iAlbedo – albedo color.
-
virtual const RED::Color &GetAlbedo() const = 0
Gets the albedo color.
If the material has an albedo texture, the albedo color is ignored.
- Returns
the diffuse color.
-
virtual void SetAlbedoTexture(const RED::Object *iTexture) = 0
Sets the albedo texture.
- Parameters
iTexture – albedo texture.
-
virtual const RED::Object *GetAlbedoTexture() const = 0
Gets the albedo texture.
- Returns
the albedo texture or NULL if is doesn’t exist.
-
virtual void SetAlbedoWrap(bool iRepeatU, bool iRepeatV) = 0
Sets the albedo wrap mode.
- Parameters
iRepeatU – true to have the texture repeat along U, false if clamped.
iRepeatV – true to have the texture repeat along V, false if clamped.
-
virtual void GetAlbedoWrap(bool &oRepeatU, bool &oRepeatV) const = 0
Gets the albedo wrap mode.
- Parameters
oRepeatU – returned true if the albedo texture repeats along U, false if it is clamped.
oRepeatV – returned true if the albedo texture repeats along V, false if it is clamped.
-
virtual void SetRoughness(double iRoughness) = 0
Sets the roughness value.
If the material has a roughness texture, the roughness value is ignored.
- Parameters
iRoughness – roughness value.
-
virtual double GetRoughness() const = 0
Gets the roughness value.
If the material has a roughness texture, the roughness value is ignored.
- Returns
the transmission value.
-
virtual void SetRoughnessTexture(const RED::Object *iTexture) = 0
Sets the roughness texture.
- Parameters
iTexture – roughness texture.
-
virtual const RED::Object *GetRoughnessTexture() const = 0
Gets the roughness texture.
- Returns
the roughness texture or NULL if is doesn’t exist.
-
virtual void SetRoughnessWrap(bool iRepeatU, bool iRepeatV) = 0
Sets the roughness wrap mode.
- Parameters
iRepeatU – true to have the texture repeat along U, false if clamped.
iRepeatV – true to have the texture repeat along V, false if clamped.
-
virtual void GetRoughnessWrap(bool &oRepeatU, bool &oRepeatV) const = 0
Gets the roughness wrap mode.
- Parameters
oRepeatU – returned true if the roughness texture repeats along U, false if it is clamped.
oRepeatV – returned true if the roughness texture repeats along V, false if it is clamped.
-
virtual void SetMetalness(double iMetalness) = 0
Sets the metalness value.
If the material has a metalness texture, the metalness value is ignored.
- Parameters
iRoughness – roughness value.
-
virtual double GetMetalness() const = 0
Gets the metalness value.
If the material has a metalness texture, the metalness value is ignored.
- Returns
the transmission value.
-
virtual void SetMetalnessTexture(const RED::Object *iTexture) = 0
Sets the metalness texture.
- Parameters
iTexture – metalness texture.
-
virtual const RED::Object *GetMetalnessTexture() const = 0
Gets the metalness texture.
- Returns
the metalness texture or NULL if is doesn’t exist.
-
virtual void SetMetalnessWrap(bool iRepeatU, bool iRepeatV) = 0
Sets the metalness wrap mode.
- Parameters
iRepeatU – true to have the texture repeat along U, false if clamped.
iRepeatV – true to have the texture repeat along V, false if clamped.
-
virtual void GetMetalnessWrap(bool &oRepeatU, bool &oRepeatV) const = 0
Gets the metalness wrap mode.
- Parameters
oRepeatU – returned true if the metalness texture repeats along U, false if it is clamped.
oRepeatV – returned true if the metalness texture repeats along V, false if it is clamped.
-
virtual void SetAO(double iAO) = 0
Sets the AO value.
If the material has a AO texture, the AO value is ignored.
- Parameters
iRoughness – roughness value.
-
virtual double GetAO() const = 0
Gets the AO value.
If the material has a AO texture, the AO value is ignored.
- Returns
the transmission value.
-
virtual void SetAOTexture(const RED::Object *iTexture) = 0
Sets the AO texture.
- Parameters
iTexture – AO texture.
-
virtual const RED::Object *GetAOTexture() const = 0
Gets the AO texture.
- Returns
the AO texture or NULL if is doesn’t exist.
-
virtual void SetAOWrap(bool iRepeatU, bool iRepeatV) = 0
Sets the AO wrap mode.
- Parameters
iRepeatU – true to have the texture repeat along U, false if clamped.
iRepeatV – true to have the texture repeat along V, false if clamped.
-
virtual void GetAOWrap(bool &oRepeatU, bool &oRepeatV) const = 0
Gets the AO wrap mode.
- Parameters
oRepeatU – returned true if the AO texture repeats along U, false if it is clamped.
oRepeatV – returned true if the AO texture repeats along V, false if it is clamped.
-
virtual void SetEmissive(const RED::Color &iEmissive) = 0
Sets the emissive color.
If the material has an emissive texture, the emissive color is ignored.
- Parameters
iEmissive – emissive color.
-
virtual const RED::Color &GetEmissive() const = 0
Gets the emissive color.
If the material has an emissive texture, the emissive color is ignored.
- Returns
the emissive color.
-
virtual void SetEmissiveTexture(const RED::Object *iTexture) = 0
Sets the emissive texture.
- Parameters
iTexture – emissive texture.
-
virtual const RED::Object *GetEmissiveTexture() const = 0
Gets the emissive texture.
- Returns
the emissive texture or NULL if is doesn’t exist.
-
virtual void SetEmissiveIntensity(double iIntensity) = 0
Sets the emissive intensity in case of an emissive material.
- Parameters
iIntensity – emissive intensity between 0 and +inf.
-
virtual double GetEmissiveIntensity() const = 0
Gets the material emissive intensity.
- Returns
the emissive intensity.
-
virtual void SetEmissiveWrap(bool iRepeatU, bool iRepeatV) = 0
Sets the emissive wrap mode.
- Parameters
iRepeatU – true to have the texture repeat along U, false if clamped.
iRepeatV – true to have the texture repeat along V, false if clamped.
-
virtual void GetEmissiveWrap(bool &oRepeatU, bool &oRepeatV) const = 0
Gets the emissive wrap mode.
- Parameters
oRepeatU – returned true if the emissive texture repeats along U, false if it is clamped.
oRepeatV – returned true if the emissive texture repeats along V, false if it is clamped.
-
virtual void SetWaterColor(const RED::Color &iColor) = 0
Sets the water color.
If the material is not of type water, the water color is ignored.
- Parameters
iColor – water color.
-
virtual void SetWaterRefractIOR(double iRefractIOR) = 0
Sets the IOR value used for water refraction.
This refract IOR value is independant from the IOR value, that will be used for reflection. For a water material, you need to set both.
- Parameters
iRefractIOR – refract IOR value between 1.0 and 10.0, with a value of 1.0 meaning no refraction at all.
-
virtual double GetWaterRefractIOR() const = 0
Gets the material refraction IOR value.
- Returns
the refraction IOR.
-
virtual void SetTransmittance(double iTransmittance) = 0
Sets the transmittance factor in case of water material.
- Parameters
iTransmittance – transmittance factor between 0 and 1.
-
virtual double GetTransmittance() const = 0
Gets the material transmittance factor.
- Returns
the transmittance factor.
-
virtual void SetRippleSpeed(double iRippleSpeed) = 0
Sets the speed factor for ripples. It defines the speed of the rippling mouvement of the water.
- Parameters
iRippleSpeed – speed ripple factor between 0 and 1, with a value of 0 meaning no mouvement at all.
-
virtual double GetRippleSpeed() const = 0
Gets the ripple speed factor.
- Returns
the ripple speed factor.
-
virtual void SetRippleStrength(double iRippleStrength) = 0
Sets the strength factor for ripples. It defines the strenght of the water ripples defined from the normal map.
- Parameters
iRippleStrength – strength ripple factor between 0 and 1, with a value of 0 meaning no ripples at all.
-
virtual double GetRippleStrength() const = 0
Gets the ripple strength factor.
- Returns
the ripple strength factor.
-
virtual void SetFlowOrientation(double iFlowOrientation) = 0
Sets the orientation of the flow mouvement. This parameter must be used alongside the orientation value for the normal map itself.
- Parameters
iFlowOrientation – orientation of the flow mouvement between -180 and +180 degrees.
-
virtual double GetFlowOrientation() const = 0
Gets the orientation of the flow mouvement.
- Returns
the flow orientation value.
-
virtual void SetFlowSpeed(double iFlowSpeed) = 0
Sets the speed factor for the flow mouvement.
- Parameters
iFlowSpeed – speed factor for the flow mouvement between 0 and 1, with a value of 0 meaning no flow mouvement at all.
-
virtual double GetFlowSpeed() const = 0
Gets the speed factor of the flow mouvement.
- Returns
the flow speed factor.
-
virtual void SetWaterPlaneNormal(const RED::Color &iNormal) = 0
Sets the water surface normal vector.
This normal vector is required for the refraction algorithm. It must be the same normal that is used for the planar reflection rendering pipeline. If the refraction IOR is set to 1.0, this value is ignored.
- Parameters
iNormal – normal vector in world coordinates, normalized. The alpha value of the RED::Color is unused.
-
virtual const RED::Color &GetWaterPlaneNormal() const = 0
Gets the water surface normal vector.
- Returns
the water normal vector, in WCS.
-
virtual void SetWaterDepth(double iDepth) = 0
Sets the depth of the water, meaning the approximate depth (in meters) between the water surface where this material is applied, and the other meshes underneath.
This depth value is required for the refraction algorithm. If the refraction IOR is set to 1.0, this value is ignored.
- Parameters
iDepth – approximate water depth, in meters.
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virtual double GetWaterDepth() const = 0
Gets the depth of the water.
- Returns
the depth of the water, in meters.
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virtual void SetMatrix(const RED::Matrix &iMatrix) = 0
Sets the transform matrix.
- Parameters
iMatrix – transform matrix.
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virtual const RED::Matrix &GetMatrix() const = 0
Gets the transform matrix.
- Returns
the transform matrix.
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virtual void SetChannel(RED::MESH_CHANNEL iChannel) = 0
Sets the texture mesh channel.
- Parameters
iChannel – mesh channel containing the texture coordinates.
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virtual RED::MESH_CHANNEL GetChannel() const = 0
Gets the texture mesh channel.
- Returns
the mesh channel containing the texture coordinates.
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virtual void SetMasked(bool iMasked) = 0
Defines the material as masked.
If the material is masked, the masked texture is set using ART::IMaterial::SetTransmissionTexture.
The masked and double sided materials are rendered using the same pipeline. A masked material is automatically double sided.
- Parameters
iMasked – true to activate the material masking.
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virtual bool IsMasked() const = 0
Tests if the material is masked.
- Returns
true if the material is masked, false otherwise.
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virtual void SetDoubleSided(bool iDoubleSided) = 0
Sets the material double sided.
The masked and double sided materials are rendered using the same pipeline. A double sided material is automatically masked.
- Parameters
iDoubleSided – true to activate the material double siding.
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virtual bool IsDoubleSided() const = 0
Tests if the material is double sided.
- Returns
true if the material is double sided, false otherwise.
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virtual bool HasTransparency() const = 0
Tests if the material is rendered in the transparent pipeline.
- Returns
true if the material is transparent.
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virtual void SetAlphaThreshold(double iThreshold) = 0
Sets the alpha threshold in case of a masked material.
- Parameters
iThreshold – alpha threshold under which the material is fully transparent between 0 and 1.
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virtual double GetAlphaThreshold() const = 0
Gets the alpha threshold in case of a masked material.
- Returns
the alpha threshold between 0 and 1.