material#

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

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:
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.