vtkProperty中部分参数说明

BaseIOR

Set/Get the Index Of Refraction of the base layer. It controls the amount of light reflected at normal incidence (the reflectance F0),depending on the IOR of the upper layer (eg. coat layer, or environment).For example, with a base IOR of 1.5 and an IOR of 1.0 outside (IOR of the air),4% of the amount of the light is reflected at normal incidence.Notice that modifying this value is only useful for dielectrics materials, as the reflectance for metallic is the albedo.This parameter is only used by PBR Interpolation.Default value is 1.5.
设置/获取基础层的折射率。 它根据上层(例如涂层或环境)的 IOR 控制法向入射反射的光量(反射率 F0)。例如,基础 IOR 为 1.5,外部 IOR 为 1.0( 空气的 IOR),4% 的光量在垂直入射时被反射。请注意,修改此值仅适用于电介质材料,因为金属的反射率是反照率。此参数仅用于 PBR 插值。 默认值为 1.5

Metallic

Usually this value is either 0 or 1 for real material but any value in between is valid.
对于真实材料,该值通常为 0 或 1,但介于两者之间的任何值都是有效的。

Roughness

This value has to be between 0 (glossy) and 1 (rough).
A glossy material has reflections and a high specular part.
Default value is 0.5.
该值必须介于 0(有光泽)和 1(粗糙)之间。
光泽材质具有反射和高镜面反射部分。
默认值为 0.5

Anisotropy

This value controls the anisotropy of the material (0.0 means isotropic).Default value is 0.0.
该值控制材料的各向异性(0.0 表示各向同性)。默认值为 0.0。

AnisotropyRotation

This value controls the rotation of the direction of the anisotropy.Default value is 0.0
该值控制各向异性方向的旋转。默认值为 0.0

CoatIOR

Set/Get the coat layer Index Of Refraction. Default value is 2.0
设置/获取涂层折射率。 默认值为 2.0

CoatRoughness

Set/Get the coat layer roughness coefficient.
This value has to be between 0 (glossy) and 1 (rough).
Default value is 0.0
设置/获取涂层粗糙度系数。
该值必须介于 0(有光泽)和 1(粗糙)之间。
默认值为 0.0

CoatStrength

Set/Get the coat layer strength coefficient.
This value affects the strength of the coat layer reflection.
Default value is 0.0
设置/获取涂层强度系数。
该值影响涂层反射的强度。
默认值为 0.0

CoatColor

Set/Get the color of the coat layer.Default value is white [1.0, 1.0, 1.0]
设置/获取涂层的颜色。默认值为白色 [1.0, 1.0, 1.0]

CoatNormalScale

Set/Get the coat layer normal scale coefficient.
This value affects the strength of the normal deviation from the coat normal texture.
Default value is 1.0
设置/获取涂层法线比例系数。
该值影响与涂层法线纹理的法线偏差的强度。
默认值为 1.0

NormalScale

Set/Get the normal scale coefficient.
This value affects the strength of the normal deviation from the texture.
Default value is 1.0
设置/获取法线比例系数。
该值影响与纹理的法线偏差的强度。
默认值为 1.0

OcclusionStrength

Set/Get the occlusion strength coefficient.
This value affects the strength of the occlusion if a material texture is present.
Default value is 1.0
设置/获取遮挡强度系数。
如果存在材质纹理,该值会影响遮挡的强度。
默认值为 1.0

EmissiveFactor

Set/Get the emissive factor.
This value is multiplied with the emissive color when an emissive texture is present.
Default value is [1.0, 1.0, 1.0]
设置/获取发射因子。
当存在发光纹理时,该值与发光颜色相乘。
默认值为 [1.0, 1.0, 1.0]

EdgeTint

Set/Get the edge tint (for metals only).
Set the color at grazing angle (fresnel reflectance).
Default value is [1.0, 1.0, 1.0]
设置/获取边缘色调(仅适用于金属)。
将颜色设置为掠射角(菲涅耳反射率)。
默认值为 [1.0, 1.0, 1.0]

SetTexture

Set/Get the texture object to control rendering texture maps. This will be a vtkTexture object. A property does not need to have an associated texture map and multiple properties can share one texture. Textures must be assigned unique names. Note that for texture blending the textures will be rendering is alphabetical order and after any texture defined in the actor.
There exists 6 special textures with reserved names: “albedoTex”, “materialTex”, “normalTex”,“emissiveTex”, “anisotropyTex” and “coatNormalTex”. While these textures can be added with the regular SetTexture method, it is preferred to use the methods SetBaseColorTexture, SetORMTexture, SetNormalTexture, SetEmissiveTexture, SetAnisotropyTexture and SetCoatNormalTex respectively.
设置/获取纹理对象来控制渲染纹理贴图。 这将是一个 vtkTexture 对象。 一个属性不需要有关联的纹理贴图,多个属性可以共享一个纹理。 必须为纹理分配唯一的名称。 请注意,对于纹理混合,纹理将按字母顺序渲染,并且在 actor 中定义的任何纹理之后。
存在 6 种带有保留名称的特殊纹理:“albedoTex”、“materialTex”、“normalTex”、“emissiveTex”、“anisotropyTex”和“coatNormalTex”。 虽然可以使用常规 SetTexture 方法添加这些纹理,但最好分别使用 SetBaseColorTexture、SetORMTexture、SetNormalTexture、SetEmissiveTexture、SetAnisotropyTexture 和 SetCoatNormalTex 方法。

SetBaseColorTexture

Set the base color texture. Also called albedo, this texture is only used while rendering with PBR interpolation. This is the color of the object.This texture must be in sRGB color space.
@sa SetInterpolationToPBR vtkTexture::UseSRGBColorSpaceOn
设置基色纹理。 也称为反照率,此纹理仅在使用 PBR 插值渲染时使用。 这是对象的颜色。此纹理必须在 sRGB 颜色空间中。

SetORMTexture

Set the ORM texture. This texture contains three RGB independent components corresponding to the Occlusion value, Roughness value and Metallic value respectively.
Each texture value is scaled by the Occlusion strength, roughness coefficient and metallic coefficient.
This texture must be in linear color space.
This is only used by the PBR shading model.
@sa SetInterpolationToPBR SetOcclusionStrength SetMetallic SetRoughness
设置 ORM 纹理。 该纹理包含三个RGB独立分量,分别对应于Occlusion值、Roughness值和Metallic值。
每个纹理值由遮挡强度、粗糙度系数和金属系数缩放。
此纹理必须在线性颜色空间中。
这仅由 PBR 着色模型使用。

SetAnisotropyTexture

Set the anisotropy texture. This texture contains two independent components corresponding to the anisotropy value and anisotropy rotation. The last component (blue channel) is discarded.
The anisotropy value is scaled by the anisotropy coefficient of the material. The anisotropy rotation rotates the direction of the anisotropy (ie. the tangent) around the normal and is not scaled by the anisotropy rotation coefficient.
This texture must be in linear color space.
This is only used by the PBR shading model.
@sa SetInterpolationToPBR SetAnisotropy
设置各向异性纹理。 该纹理包含两个独立的分量,分别对应于各向异性值和各向异性旋转。 最后一个组件(蓝色通道)被丢弃。
各向异性值由材料的各向异性系数缩放。 各向异性旋转围绕法线旋转各向异性(即切线)的方向,并且不受各向异性旋转系数的缩放。
此纹理必须在线性颜色空间中。
这仅由 PBR 着色模型使用。

SetNormalTexture

Set the normal texture. This texture is required for normal mapping. It is valid for both PBR and Phong interpolation.
The normal mapping is enabled if this texture is present and both normals and tangents are presents in the vtkPolyData.
This texture must be in linear color space.
@sa vtkPolyDataTangents SetNormalScale
设置正常纹理。 法线贴图需要此纹理。 它对 PBR 和 Phong 插值都有效。
如果此纹理存在并且法线和切线都存在于 vtkPolyData 中,则启用法线贴图。
此纹理必须在线性颜色空间中。

SetEmissiveTexture

Set the emissive texture. When present, this RGB texture provides location and color to the shader where the vtkPolyData should emit light. Emited light is scaled by EmissiveFactor.
This is only supported by PBR interpolation model.
This texture must be in sRGB color space.
@sa SetInterpolationToPBR SetEmissiveFactor vtkTexture::UseSRGBColorSpaceOn
设置自发光纹理。 当存在时,此 RGB 纹理为 vtkPolyData 应发光的着色器提供位置和颜色。 发射光由 EmissiveFactor 缩放。
这仅由 PBR 插值模型支持。
此纹理必须在 sRGB 颜色空间中。

SetCoatNormalTexture

Set the coat normal texture. This texture is required for coat normal mapping.It is valid only for PBR interpolation.
The coat normal mapping is enabled if this texture is present and both normals and tangents are
presents in the vtkPolyData.
This texture must be in linear color space.
@sa vtkPolyDataTangents SetCoatNormalScale
设置外套正常纹理。 此纹理是涂层法线贴图所必需的,仅对 PBR 插值有效。
如果此纹理存在并且法线和切线都存在,则涂层法线贴图被启用
出现在 vtkPolyData 中。
此纹理必须在线性颜色空间中。

double ComputeReflectanceFromIOR(double IORTo, double IORFrom);

For PBR, calculate the reflectance from the refractive index of ingoing and outgoing interfaces.
对于 PBR,根据传入和传出接口的折射率计算反射率。

double ComputeIORFromReflectance(double reflectance, double ior);

For PBR, calculate the refractive index from the reflectance of the interface and the refractive index of one of both medium.
对于 PBR,根据界面的反射率和两种介质之一的折射率计算折射率。

double ComputeReflectanceOfBaseLayer();

For PBR, calculate the reflectance of the base layer depending on the presence of a coat layer. If there is no coat layer, the reflectance is the one at the interface environment - base layer. If a coat layer is present, the reflectance is the one at the interface between the base and the coat layer.
对于 PBR,根据涂层的存在计算基层的反射率。 如果没有涂层,反射率是界面环境-基层的反射率。 如果存在涂层,则反射率是基底和涂层之间界面处的反射率。

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