vrdShadowMaterial

class vrdShadowMaterial

(Inherits vrdMaterial)

This class is used to handle all shadow material properties.

class OpacityMode
Transparent
Solid
class ReflectionMode
Off
DiffuseOnly
GlossyOnly
DiffuseGlossy

Functions

vrdShadowMaterial.getDiffuseColor()
Returns:Current diffuse reflection color
Return type:QVector3D
vrdShadowMaterial.getDiffuseColorSpectrum()

Gets the diffuse color spectrum.

Returns:The current spectrum for diffuse color
Return type:vrSpectrum
vrdShadowMaterial.getGlossyColor()

Gets the current glossy reflection color.

Returns:Value of current glossy reflection color
Return type:QVector3D
vrdShadowMaterial.getGlossyColorSpectrum()

Get the current material’s color spectrum for glossy reflections.

Returns:Current color spectrum
Return type:vrSpectrum
vrdShadowMaterial.getOcclusionColor()

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

Returns:Current set value of the color of the pre-calculated ambient occlusion or environment shadows.
Return type:QVector3D
vrdShadowMaterial.getOcclusionColorSpectrum()

Gets the color spectrum of the pre-calculated ambient occlusion or environment shadows.

Returns:The current used color spectrum of the pre-calculated ambient occlusion or environment shadows
Return type:vrSpectrum
vrdShadowMaterial.getOcclusionIntensity()

Gets the intensity of shadowed areas.

Returns:Current value of the intensity of shadowed areas.
Return type:float
vrdShadowMaterial.getOpacityMode()

Gets the mode used for opacity. Choose from Transparent or Solid.

Returns:Current used mode for opacity.
Return type:vrdShadowMaterial.OpacityMode
vrdShadowMaterial.getRaytracing()

Gets access to raytracing settings of this material.

Returns:A vrdMaterialRaytracingSettings object to read and write all properties.
Return type:vrdMaterialRaytracingSettings
vrdShadowMaterial.getReflectionMode()

Gets the reflection mode.

Returns:Current value of the used reflection mode.
Return type:vrdShadowMaterial.ReflectionMode
vrdShadowMaterial.getReflectivity()

Gets the intensity of the reflection on the surface.

Returns:Current used intensity of the reflection on the surface.
Return type:float
vrdShadowMaterial.getRoughness()
Returns:The current roughness value for glossy reflections on this material.
Return type:float
vrdShadowMaterial.getShadowColor()

Gets the color for shadows from light sources.

Returns:Current used value of the color for shadows from light sources.
Return type:QVector3D
vrdShadowMaterial.getShadowColorSpectrum()

Gets the color spectrum for shadows from light sources.

Returns:The current used color spectrum for shadows from light sources.
Return type:vrSpectrum
vrdShadowMaterial.getSortKey()
Returns:Current sort key of the shadow material for OpenGL.
Return type:integer
vrdShadowMaterial.setDiffuseColor(value)

Sets the diffuse reflection color. Only has an effect if current ReflectionMode is set to a mode supporting diffuse.

Parameters:value (QVector3D) – New diffuse color.
vrdShadowMaterial.setDiffuseColorSpectrum(value)

Sets the diffuse color spectrum.

Parameters:value (vrSpectrum) – New spectrum for diffuse color
vrdShadowMaterial.setGlossyColor(value)

Sets the color for glossy reflections. Only has an effect if current ReflectionMode is set to a mode supporting glossy.

Parameters:value (QVector3D) – New glossy reflection color
vrdShadowMaterial.setGlossyColorSpectrum(value)

Sets the material’s color spectrum for glossy reflections.

Parameters:value (vrSpectrum) – New glossy color spectrum
vrdShadowMaterial.setOcclusionColor(color)

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

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

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

Parameters:value (vrSpectrum) – New color spectrum of the pre-calculated ambient occlusion or environment shadows
vrdShadowMaterial.setOcclusionIntensity(v)

Sets the intensity of shadowed areas.

Parameters:v (float) – New value of the intensity of shadowed areas.
vrdShadowMaterial.setOpacityMode(mode)

Sets the mode used for opacity. Choose from Transparent or Solid.

Parameters:mode (vrdShadowMaterial.OpacityMode) – New used mode for opacity.
vrdShadowMaterial.setReflectionMode(mode)

Sets the reflection mode. Choose from glossy, diffuse, or a mix of both.

Parameters:mode (vrdShadowMaterial.ReflectionMode) – New value of the used reflection mode.
vrdShadowMaterial.setReflectivity(v)

Controls the intensity of the reflection on the surface. The higher the value, the more the influence from the environment and objects around.

Parameters:v (float) – New intensity of the reflection on the surface.
vrdShadowMaterial.setRoughness(roughness)

Controls the sharpness of the glossy reflections. The higher the value, the rougher the microscopic structure of the surface and more diffuse the reflections.

Parameters:roughness (float) – New value of roughness for this material.
vrdShadowMaterial.setShadowColor(color)

Sets the color for shadows from light sources.

Parameters:color (QVector3D) – New value of the color for shadows from light sources.
vrdShadowMaterial.setShadowColorSpectrum(value)

Sets the color spectrum for shadows from light sources.

Parameters:value (vrSpectrum) – New color spectrum for shadows from light sources.
vrdShadowMaterial.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.