Materials and Light
Last updated
Last updated
Up until now, we've only worked with basic materials. To create a convincing 3D scene, proper materials and more advanced lighting is needed. Qt Quick 3D supports a number of techniques to achieve this, and in this section we will look at a few of them.
First up, we will look at the built in materials. Qt Quick 3D comes with three material types: DefaultMaterial
, PrincipledMaterial
, and CustomMaterial
. In this chapter we will touch on the two first, while the latter allows you to create truly custom material by providing your own vertex and fragment shaders.
The DefaultMaterial
lets you control the appearance of the material through the specular
, roughness
, and diffuseColor
properties. The PrincipledMaterial
lets you control the appearache through the metalness
, roughness
, and baseColor
properties.
Examples of the two material types can be seen below, with the PrincipledMaterial
to the left, and the DefaultMaterial
to the right.
Comparing the two Suzannes, we can see how the two materials are set up.
For the DefaultMaterial
, we use the diffuseColor
, specularTint
, and specularAmount
properties. We will look at how variations of these properties affect the appearance of the objects later in this section.
For the PrincipledMaterial
, we tune the baseColor
, metalness
, and roughness
properties. Again, we will look at how variations of these properties affect the appearance later in this section.
The figure below shows the default material with various values for the specularAmount
and the specularRoughness
properties.
The specularAmount
varies from 0.8
(left-most), through 0.5
(center), to 0.2
(right-most).
The specularRoughness
varies from 0.0
(top), through 0.4
(middle), to 0.8
(bottom).
The code for the middle Model
is shown below.
The figure below shows the principled material with various values for the metalness
and roughness
properties.
The metalness
varies from 0.8
(left-most), through 0.5
(center), to 0.2
(right-most).
The roughness
varies from 0.9
(top), through 0.6
(middle), to 0.3
(bottom).
One final detail in the main example in this section is the skybox. For this example, we are using an image as skybox, instead of a single colour background.
To provide a skybox, assign a Texture
to the lightProbe
property of the SceneEnvironment
as shown in the code below. This means that the scene receives image-based light, i.e. that the skybox is used to light the scene. We also adjust the probeExposure
which is used to control how much light is exposed through the probe, i.e. how brightly the scene will be lit. In this scene, we combine the light probe with a DirectionalLight
for the final lighting.
In addition to what we show, the orientation of the light probe can be adjusted using the probeOrientation
vector, and the probeHorizon
property can be used to darken the bottom half of the environment, simulating that the light comes from above, i.e. from the sky, rather than from all around.