material
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Apply VTK's Physically Based Rendering properties to the selected actor. |
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Apply the Principled Shading properties to the selected actor. |
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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:
- actoractor
- metallicfloat, optional
Metallic or non-metallic (dielectric) shading computation value. Values must be between 0.0 and 1.0.
- roughnessfloat, optional
Parameter used to specify how glossy the actor should be. Values must be between 0.0 and 1.0.
- anisotropyfloat, optional
Isotropic or anisotropic material parameter. Values must be between 0.0 and 1.0.
- anisotropy_rotationfloat, 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_strengthfloat, 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_roughnessfloat, optional
Roughness of the coat layer. Values must be between 0.0 and 1.0.
- base_iorfloat, optional
Index of refraction of the base material. Default is 1.5. Values must be between 1.0 and 2.3.
- coat_iorfloat, 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=None, sheen=0, sheen_tint=0, clearcoat=0, clearcoat_gloss=0)[source]#
Apply the Principled Shading properties to the selected actor.
- Parameters:
- actoractor
- subsurfacefloat, optional
Subsurface scattering computation value. Values must be between 0.0 and 1.0.
- metallicfloat, optional
Metallic or non-metallic (dielectric) shading computation value. Values must be between 0.0 and 1.0.
- specularfloat, optional
Specular lighting coefficient. Value must be between 0.0 and 1.0.
- specular_tintfloat, optional
Specular tint coefficient value. Values must be between 0.0 and 1.0.
- roughnessfloat, optional
Parameter used to specify how glossy the actor should be. Values must be between 0.0 and 1.0.
- anisotropicfloat, optional
Anisotropy coefficient. Values must be between 0.0 and 1.0.
- anisotropic_directionlist, optional
Anisotropy direction where X, Y and Z should be in the range [-1, 1].
- sheenfloat, optional
Sheen coefficient. Values must be between 0.0 and 1.0.
- sheen_tintfloat, optional
Sheen tint coefficient value. Values must be between 0.0 and 1.0.
- clearcoatfloat, optional
Clearcoat coefficient. Values must be between 0.0 and 1.0.
- clearcoat_glossfloat, optional
Clearcoat gloss coefficient value. Values must be between 0.0 and 1.0.
- Returns:
- principled_paramsdict
Dictionary containing the Principled Shading parameters.
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:
- actoractor
- ambient_levelfloat, optional
Ambient lighting coefficient. Value must be between 0.0 and 1.0.
- ambient_colortuple (3,), optional
Ambient RGB color where R, G and B should be in the range [0, 1].
- diffuse_levelfloat, optional
Diffuse lighting coefficient. Value must be between 0.0 and 1.0.
- diffuse_colortuple (3,), optional
Diffuse RGB color where R, G and B should be in the range [0, 1].
- specular_levelfloat, optional
Specular lighting coefficient. Value must be between 0.0 and 1.0.
- specular_colortuple (3,), optional
Specular RGB color where R, G and B should be in the range [0, 1].
- specular_powerfloat, optional
Parameter used to specify the intensity of the specular reflection. Value must be between 0.0 and 128.0.
- interpolationstring, 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.