material#

manifest_pbr(actor[, metallic, roughness, ...])

Apply VTK's Physically Based Rendering properties to the selected actor.

manifest_principled(actor[, subsurface, ...])

Apply the Principled Shading properties to the selected actor.

manifest_standard(actor[, ambient_level, ...])

Apply the standard material to the selected actor.

manifest_pbr#

fury.material.manifest_pbr(actor, metallic=0, roughness=0.5, anisotropy=0, anisotropy_rotation=0, coat_strength=0, coat_roughness=0, base_ior=1.5, coat_ior=2)[source]#

Apply VTK’s Physically Based Rendering properties to the selected actor.

Parameters:
  • actor (actor) –

  • metallic (float, optional) – Metallic or non-metallic (dielectric) shading computation value. Values must be between 0.0 and 1.0.

  • roughness (float, optional) – Parameter used to specify how glossy the actor should be. Values must be between 0.0 and 1.0.

  • anisotropy (float, optional) – Isotropic or anisotropic material parameter. Values must be between 0.0 and 1.0.

  • anisotropy_rotation (float, optional) – Rotation of the anisotropy around the normal in a counter-clockwise fashion. Values must be between 0.0 and 1.0. A value of 1.0 means a rotation of 2 * pi.

  • coat_strength (float, optional) – Strength of the coat layer. Values must be between 0.0 and 1.0 (0.0 means no clear coat will be modeled).

  • coat_roughness (float, optional) – Roughness of the coat layer. Values must be between 0.0 and 1.0.

  • base_ior (float, optional) – Index of refraction of the base material. Default is 1.5. Values must be between 1.0 and 2.3.

  • coat_ior (float, optional) – Index of refraction of the coat material. Default is 1.5. Values must be between 1.0 and 2.3.

manifest_principled#

fury.material.manifest_principled(actor, subsurface=0, metallic=0, specular=0, specular_tint=0, roughness=0, anisotropic=0, anisotropic_direction=[0, 1, 0.5], sheen=0, sheen_tint=0, clearcoat=0, clearcoat_gloss=0)[source]#

Apply the Principled Shading properties to the selected actor.

Parameters:
  • actor (actor) –

  • subsurface (float, optional) – Subsurface scattering computation value. Values must be between 0.0 and 1.0.

  • metallic (float, optional) – Metallic or non-metallic (dielectric) shading computation value. Values must be between 0.0 and 1.0.

  • specular (float, optional) – Specular lighting coefficient. Value must be between 0.0 and 1.0.

  • specular_tint (float, optional) – Specular tint coefficient value. Values must be between 0.0 and 1.0.

  • roughness (float, optional) – Parameter used to specify how glossy the actor should be. Values must be between 0.0 and 1.0.

  • anisotropic (float, optional) – Anisotropy coefficient. Values must be between 0.0 and 1.0.

  • anisotropic_direction (list, optional) – Anisotropy direction where X, Y and Z should be in the range [-1, 1].

  • sheen (float, optional) – Sheen coefficient. Values must be between 0.0 and 1.0.

  • sheen_tint (float, optional) – Sheen tint coefficient value. Values must be between 0.0 and 1.0.

  • clearcoat (float, optional) – Clearcoat coefficient. Values must be between 0.0 and 1.0.

  • clearcoat_gloss (float, optional) – Clearcoat gloss coefficient value. Values must be between 0.0 and 1.0.

Returns:

principled_params – Dictionary containing the Principled Shading parameters.

Return type:

dict

manifest_standard#

fury.material.manifest_standard(actor, ambient_level=0, ambient_color=(1, 1, 1), diffuse_level=1, diffuse_color=(1, 1, 1), specular_level=0, specular_color=(1, 1, 1), specular_power=1, interpolation='gouraud')[source]#

Apply the standard material to the selected actor.

Parameters:
  • actor (actor) –

  • ambient_level (float, optional) – Ambient lighting coefficient. Value must be between 0.0 and 1.0.

  • ambient_color (tuple (3,), optional) – Ambient RGB color where R, G and B should be in the range [0, 1].

  • diffuse_level (float, optional) – Diffuse lighting coefficient. Value must be between 0.0 and 1.0.

  • diffuse_color (tuple (3,), optional) – Diffuse RGB color where R, G and B should be in the range [0, 1].

  • specular_level (float, optional) – Specular lighting coefficient. Value must be between 0.0 and 1.0.

  • specular_color (tuple (3,), optional) – Specular RGB color where R, G and B should be in the range [0, 1].

  • specular_power (float, optional) – Parameter used to specify the intensity of the specular reflection. Value must be between 0.0 and 128.0.

  • interpolation (string, optional) – If ‘flat’, the actor will be shaded using flat interpolation. If ‘gouraud’ (default), then the shading will be calculated at the vertex level. If ‘phong’, then the shading will be calculated at the fragment level.