StandardPbrMaterialMetadata
¶
Defines properties and message types for StandardPbrMaterial.
StandardPbrMaterialMetadata.RoughnessFactorProperty¶ | Sets the roughness of the material: 0 represents a smooth, glossy surface, and 1 represents a rough, diffuse surface. |
StandardPbrMaterialMetadata.RoughnessTextureProperty¶ | Sets the texture that contains a roughness map for the material. Kanzi reads the roughness from the Green channel of the texture. Use the Roughness Factor property to scale the roughness from this texture. |
StandardPbrMaterialMetadata.DetailRoughnessTextureProperty¶ | Sets the detail texture that contains a roughness map for the material. Kanzi reads the roughness from the Green channel of the texture. Use the Roughness Factor and Roughness Texture properties to scale the roughness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
StandardPbrMaterialMetadata.MetallicFactorProperty¶ | Sets the metalness of the material: 0 represents a non-metallic or dielectric object, and 1 represents a metallic object. |
StandardPbrMaterialMetadata.MetallicTextureProperty¶ | Sets the texture that contains a metallic map for the material. Kanzi reads the metalness from the Blue channel of this texture. Use the Metallic Factor property to scale the value from this texture. |
StandardPbrMaterialMetadata.DetailMetallicTextureProperty¶ | Sets the detail texture that contains a metallic map for the material. Kanzi reads the metalness from the Blue channel of this texture. Use the Metallic Factor and Metallic Texture properties to scale the metalness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
StandardPbrMaterialMetadata.GlossinessFactorProperty¶ | Sets the glossiness of the material: 0 represents a rough, diffuse surface, and 1 represents a smooth, glossy surface. |
StandardPbrMaterialMetadata.GlossinessTextureProperty¶ | Sets the texture that contains a glossiness map for the material. Kanzi reads the glossiness from the Alpha channel of this texture. Use the Glossiness Factor property to scale the glossiness from this texture. |
StandardPbrMaterialMetadata.DetailGlossinessTextureProperty¶ | Sets the detail texture that contains a glossiness map for the material. Kanzi reads the glossiness from the Alpha channel of this texture. Use the Glossiness Factor and Glossiness Texture properties to scale the glossiness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
StandardPbrMaterialMetadata.SpecularTextureProperty¶ | Sets the texture that contains the specular color for the material. Use the Specular Color Factor property to filter the value from this texture. |
StandardPbrMaterialMetadata.SpecularFactorProperty¶ | Sets the specular color for the material. |
StandardPbrMaterialMetadata.DetailSpecularTextureProperty¶ | Sets the detail texture that contains the specular color for the material. Use the Detail Specular Color Factor property to filter the value from this texture. Kanzi alpha blends the detail specular color with the standard specular color. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
StandardPbrMaterialMetadata.DetailSpecularFactorProperty¶ | Sets the detail specular color for the material. Kanzi alpha blends the detail specular color with the standard specular color. |
StandardPbrMaterialMetadata.BaseColorTextureProperty¶ | Sets the texture that contains the base color for the material. Use the Base Color Factor property to filter the value from this texture. |
StandardPbrMaterialMetadata.BaseColorFactorProperty¶ | Sets the base color for the material. |
StandardPbrMaterialMetadata.DetailBaseColorTextureProperty¶ | Sets the detail texture that contains the base color for the material. Use the Detail Base Color Factor property to filter the value from this texture. The detail base color is alpha blended with the standard base color. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
StandardPbrMaterialMetadata.DetailBaseColorFactorProperty¶ | Sets the detail base color for the material. The detail base color is alpha blended with the standard base color. |
StandardPbrMaterialMetadata.DiffuseTextureProperty¶ | Sets the texture that contains the diffuse color for the material. Use the Diffuse Color Factor property to filter the value from this texture. |
StandardPbrMaterialMetadata.DiffuseFactorProperty¶ | Sets the diffuse color for the material. |
StandardPbrMaterialMetadata.DetailDiffuseTextureProperty¶ | Sets the detail texture that contains the diffuse color for the material. Use the Detail Diffuse Color Factor property to filter the value from this texture. Kanzi alpha blends the detail diffuse color with the standard diffuse color. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
StandardPbrMaterialMetadata.DetailDiffuseFactorProperty¶ | Sets the detail diffuse color for the material. Kanzi alpha blends the detail diffuse color with the standard diffuse color. |
StandardPbrMaterialMetadata.NormalTextureProperty¶ | Sets the texture that contains a normal map for the material. Use the Normal Scale property to scale the texture value. |
StandardPbrMaterialMetadata.NormalScaleProperty¶ | Sets the normal scale for the material. Use the scale to set the intensity of the Normal Texture. |
StandardPbrMaterialMetadata.DetailNormalTextureProperty¶ | Sets the detail texture that contains a normal map for the material. Use the Detail Normal Scale property to scale the texture value. |
StandardPbrMaterialMetadata.DetailNormalScaleProperty¶ | Sets the detail normal scale for the material. Use the scale to set the intensity of the Detail Normal Texture. |
StandardPbrMaterialMetadata.OcclusionTextureProperty¶ | Sets the texture that contains an occlusion map for the material. Use the Occlusion Strength property to scale the occlusion from the texture. |
StandardPbrMaterialMetadata.OcclusionStrengthProperty¶ | Sets the occlusion strength for the material. Use the strength to set the intensity of the Occlusion Texture. |
StandardPbrMaterialMetadata.DetailOcclusionTextureProperty¶ | Sets the detail texture that contains an occlusion map for the material. Kanzi reads the occlusion from the Red channel of this texture. Use the Detail Occlusion Strength property to scale the occlusion from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
StandardPbrMaterialMetadata.DetailOcclusionStrengthProperty¶ | Sets the detail occlusion strength for the material. Use the strength to set the intensity of the Detail Occlusion Texture. |
StandardPbrMaterialMetadata.EmissiveFactorProperty¶ | Sets the color of the light that is emitted from the material. Use the Intensity (I) property field to adjust the brightness of the light. This color affects the local material rendering, but the light is not cast to other objects. |
StandardPbrMaterialMetadata.EmissiveTextureProperty¶ | Sets the texture that contains the light emitted from the material. Use the Emissive Factor property to scale the value from this texture. |
StandardPbrMaterialMetadata.DetailEmissiveFactorProperty¶ | Sets the color of the light that is emitted from a detail texture for the material. Use the Intensity (I) property field to adjust the brightness of the light. This color affects the local material rendering, but the light is not cast to other objects. The detail emissive light is alpha blended with the standard emissive light. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
StandardPbrMaterialMetadata.DetailEmissiveTextureProperty¶ | Sets the detail texture that contains the light emitted from the material. Use the Detail Emissive Factor property to scale the value from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
StandardPbrMaterialMetadata.ClearCoatNormalTextureProperty¶ | Sets the texture that contains a clear coat normal map for the material. Use the Clear Coat Normal Scale property to scale the texture value. |
StandardPbrMaterialMetadata.ClearCoatNormalScaleProperty¶ | Sets the clear coat normal scale for the material. Use the scale to set the intensity of the Clear Coat Normal Texture. |
StandardPbrMaterialMetadata.DetailClearCoatNormalTextureProperty¶ | Sets the detail texture that contains a clear coat normal map for the material. Use the Detail Clear Coat Normal Scale property to scale the texture value. |
StandardPbrMaterialMetadata.DetailClearCoatNormalScaleProperty¶ | Sets the detail clear coat normal scale for the material. Use the scale to set the intensity of the Detail Clear Coat Normal Texture. |
StandardPbrMaterialMetadata.ClearCoatRoughnessFactorProperty¶ | Sets the roughness of the outer clear coat layer for the material: 0 represents a smooth, glossy surface, and 1 represents a rough, diffuse surface. |
StandardPbrMaterialMetadata.ClearCoatRoughnessTextureProperty¶ | Sets the texture that contains a clear coat roughness map for the material. Kanzi reads the roughness from the Green channel of the texture. Use the Clear Coat Roughness Factor property to scale the roughness from this texture. |
StandardPbrMaterialMetadata.DetailClearCoatRoughnessTextureProperty¶ | Sets the detail texture that contains a clear coat roughness map for the material. Use the Clear Coat Roughness Factor and Clear Coat Roughness Texture properties to scale the roughness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
StandardPbrMaterialMetadata.ClearCoatStrengthFactorProperty¶ | Sets the clear coat strength for the material: 0 represents a material with no clear coat, and 1 represents a full strength clear coat. |
StandardPbrMaterialMetadata.ClearCoatStrengthTextureProperty¶ | Sets the texture that contains a clear coat strength map for the material. Kanzi reads the strength from the Red channel of the texture. Use the Clear Coat Strength Factor property to scale the strength from this texture. |
StandardPbrMaterialMetadata.DetailClearCoatStrengthTextureProperty¶ | Sets the detail texture that contains a clear coat strength map for the material. Kanzi reads the strength from the Red channel of the texture. Use the Clear Coat Strength Factor and Clear Coat Strength Texture properties to scale the strength from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
StandardPbrMaterialMetadata.ExposureProperty¶ | Sets the exposure compensation for the material. The exposure compensation emulates camera exposure by controlling the total amount of light rendered. Use a negative value to darken the rendered image, and a positive value to lighten the image. Exposure is exponential: 1.0 is twice as bright as 0.0, and -1.0 is half as bright as 0.0. |
StandardPbrMaterialMetadata.EnvironmentAmbientTextureProperty¶ | Sets the cubemap to use for the ambient environment light for the material. This cubemap affects the diffuse lighting during image based lighting. Use the Environment Ambient Factor property to set the strength of the cubemap texture. |
StandardPbrMaterialMetadata.EnvironmentAmbientFactorProperty¶ | Sets the strength of the cubemap texture to use for ambient environment light. Use the Environment Ambient Texture property to set the cubemap texture. The ambient environment light affects diffuse lighting in image based lighting. |
StandardPbrMaterialMetadata.EnvironmentReflectionTextureProperty¶ | Sets the cubemap to use for the specular environment light for the material. This cubemap affects reflective lighting during image based lighting. Use the Environment Reflection Factor property to set the strength of the cubemap texture. |
StandardPbrMaterialMetadata.EnvironmentReflectionFactorProperty¶ | Sets the strength of the cubemap texture to use for specular environment light. Use the Environment Reflection Texture property to set the cubemap texture. The specular environment light affects reflective lighting in image based lighting. |
StandardPbrMaterialMetadata.BrdfLookUpTableProperty¶ | Gets the Bidirectional Reflectance Distribution Function (BRDF) lookup table for the material. The BRDF table is a texture that contains precomputed information about how light reflects off a material. You can use it to improve rendering quality. |
StandardPbrMaterialMetadata.DetailTextureTilingProperty¶ | Sets the detail texture tiling factor for the material. Kanzi multiplies this value by the UVs to produce a second set of detail UVs to use for all detail texture properties. |
StandardPbrMaterialMetadata.DetailTextureOffsetProperty¶ | Sets the detail texture offset for the material. Kanzi adds this value to the UVs to produce a second set of detail UVs to use for all detail texture properties. |
StandardPbrMaterialMetadata.ToneMapLinearScaleProperty¶ | Sets the scale for the linear tonemap option for the material. When linear tonemapping is used, Kanzi divides all output color by the value of this property. |
StandardPbrMaterialMetadata.AlphaCutoffProperty¶ | Sets the cutoff threshold for alpha cutting. If the alpha value is less than the value of this property, Kanzi discards the fragment. The default value is 0.5. |
StandardPbrMaterialMetadata.SpecularAntiAliasingStrengthProperty¶ | Sets the strength of the specular anti-aliasing effect. Higher value results in blurrier specular highlights. For no specular anti-aliasing, set the value to 0. For full specular anti-aliasing, set the value to 1. The default value is 0.25. |
StandardPbrMaterialMetadata.SpecularAntiAliasingThresholdProperty¶ | Sets the upper limit for the amount of specular anti-aliasing effect to apply. The default value is 0.18. |
Message arguments classes define message arguments used for different message types. Each class defines a number of property types - arguments - together with getter and setter functions for them.