Skip to content
Snippets Groups Projects
Commit 268037fc authored by Paul Tvete's avatar Paul Tvete
Browse files

Update documentation for principledmaterial example


Change-Id: I61043997fd81b4490fb3aa2003d6bea98e903ee5
Reviewed-by: default avatarJonas Karlsson <jonas.karlsson@qt.io>
Reviewed-by: default avatarAndy Nichols <andy.nichols@qt.io>
parent 1d997767
No related branches found
No related tags found
No related merge requests found
examples/quick3d/principledmaterial/doc/images/principledmaterial-example.png

446 KiB | W: | H:

examples/quick3d/principledmaterial/doc/images/principledmaterial-example.png

635 KiB | W: | H:

examples/quick3d/principledmaterial/doc/images/principledmaterial-example.png
examples/quick3d/principledmaterial/doc/images/principledmaterial-example.png
examples/quick3d/principledmaterial/doc/images/principledmaterial-example.png
examples/quick3d/principledmaterial/doc/images/principledmaterial-example.png
  • 2-up
  • Swipe
  • Onion skin
......@@ -32,22 +32,22 @@
\brief Demonstrates the use of Principled Material.
\image principledmaterial-example.png
This example demonstrates how to use the principled material in two different ways in an
application.
This example demonstrates two different ways to use \l PrincipledMaterial
in an application.
\section1 Setting Up the Scene
\section2 Light Probe
We want to use a \l {SceneEnvironment::lightProbe}{light probe}, as we're going to use
reflective metallic materials. We need to enable light probe and adjust its settings to get
the result we want.
We specify a \l {SceneEnvironment::lightProbe}{light probe}, since we are
using reflective metallic materials in the scene. We need to enable the
light probe and adjust its settings to get the result we want.
\snippet principledmaterial/main.qml environment
\section2 Rotating Light
Then we add \l DirectionalLight and add a rotation for it, to better demonstrate the effect of
Then we add \l DirectionalLight and add a rotation for it, to better demonstrate the effect that
the \l {PrincipledMaterial::metalness}{metalness} and
\l {PrincipledMaterial::roughness}{roughness} properties have on the materials.
......@@ -57,24 +57,27 @@
\section2 Basic
We will apply a basic principled material on to the sphere on the left. By basic we mean just
using the non-texture properties of the material.
We apply a basic principled material onto the sphere on the left. By this
we mean a material that only uses the basic, numeric properties without
any texture properties.
\snippet principledmaterial/main.qml basic principled
\section2 Textured
We will apply a textured principled material on to the sphere on the right. When using textures
We apply a textured principled material onto the sphere on the right.
\note When using textures
for \l {PrincipledMaterial::metalnessMap}{metalness},
\l {PrincipledMaterial::roughnessMap}{roughness},
\l {PrincipledMaterial::normalMap}{bumpiness}, and \l {PrincipledMaterial::baseColorMap}{color}
the basic property values are applied as multipliers for the values gotten from the textures.
\l {PrincipledMaterial::normalMap}{bumpiness}, and \l {PrincipledMaterial::baseColorMap}{color},
the basic property values are applied as multipliers for the values from the textures.
\snippet principledmaterial/main.qml textured principled
\section1 Controlling the Property Values
There are some sliders for adjusting the values of the different basic properties.
There are sliders for adjusting the values of the different basic properties.
\note If \c Metalness has a non-zero value, adjusting \c {Specular Power} or \c {Specular Tint}
has no effect.
*/
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment