vrdBRDFCommonSettings

class vrdBRDFCommonSettings

(Inherits vrdSceneObject)

This class is used for common properties for all BRDF materials.

class LightingMode
IBLIndirectDirect
IBLIndirect
IBLDirect
IBL
Direct
class VrsQuality
VrsOff
VrsNative1x1
VrsCoarse2x2
VrsCoarse4x4
VrsSupersampling2x
VrsSupersampling4x
VrsSupersampling8x

Functions

vrdBRDFCommonSettings.getEnvironment()

Gets the environment material used for reflections on this material.

Returns:The current environment material.
Return type:vrdMaterial
vrdBRDFCommonSettings.getLightingMode()

Gets the light model used for the shader.

Returns:The current used light model used for the shader.
Return type:vrdBRDFCommonSettings.LightingMode
vrdBRDFCommonSettings.getOcclusionColor()

Gets the multiplication color for the pre-calculated ambient occlusion or environment shadows.

Returns:Current used multiplication color for the pre-calculated ambient occlusion or environment shadows.
Return type:QVector3D
vrdBRDFCommonSettings.getOcclusionColorSpectrum()

Gets the multiplication color for the pre-calculated ambient occlusion or environment shadows.

Returns:Current used multiplication color spectrum for the pre-calculated ambient occlusion or environment shadows.
Return type:vrSpectrum
vrdBRDFCommonSettings.getOcclusionIntensity()

Gets the intensity of shadowed areas.

Returns:Current value of the intensity of shadowed areas.
Return type:float
vrdBRDFCommonSettings.getSortKey()
Returns:Current sort key value of the material for OpenGL
Return type:integer
vrdBRDFCommonSettings.getVrsQuality()

Gets the setting is used for content adaptive Variable Rate Shading (VRS)

Returns:Current setting is used for content adaptive Variable Rate Shading
Return type:vrdBRDFCommonSettings.VrsQuality
vrdBRDFCommonSettings.setEnvironment(envMat)

Sets the environment material used for reflections on this material. The HDR image of the assigned environment is used for diffuse, glossy, and specular reflections on this material in OpenGL rendering. Different materials can have different environments assigned to get different lighting effects. In Raytracing, the handling of the environment depends on the active illumination mode.

Parameters:envMat (vrdMaterial) – The new environment material.
vrdBRDFCommonSettings.setLightingMode(mode)

Defines the light model used for the shader.

Parameters:mode (vrdBRDFCommonSettings.LightingMode) – The new light model used for the shader.
vrdBRDFCommonSettings.setOcclusionColor(value)

Sets the multiplication color for pre-calculated ambient occlusion or environment shadows.

Parameters:value (QVector3D) – New multiplication color for the pre-calculated ambient occlusion or environment shadows.
vrdBRDFCommonSettings.setOcclusionColorSpectrum(value)

Sets the multiplication color spectrum for pre-calculated ambient occlusion or environment shadows.

Parameters:value (vrSpectrum) – New multiplication color spectrum for the pre-calculated ambient occlusion or environment shadows.
vrdBRDFCommonSettings.setOcclusionIntensity(value)

Controls the intensity of shadowed areas.

Parameters:value (float) – The new value of the intensity of shadowed areas.
vrdBRDFCommonSettings.setSortKey(value)

Changes the order in which transparent materials are rendered in OpenGL when the Transparency Mode is set to Object Sorting. Transparent surfaces with the same sort key are sorted back to front.

Parameters:value (integer) – New sort key value.
vrdBRDFCommonSettings.setVrsQuality(quality)

Sets the setting is used for content adaptive Variable Rate Shading (VRS)

Parameters:quality (vrdBRDFCommonSettings.VrsQuality) – New setting is used for content adaptive Variable Rate Shading