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.