Class material¶
- class o2sclpy.material(name: str, base_color=[1, 1, 1], txt: str = '', metal: float = 0.0, rough: float = 1.0, ds: bool = True, alpha_mode: str = 'opaque', alpha_cutoff: float = 0.5, emi_factor=[0.0, 0.0, 0.0], txt_w=0, txt_h=0)¶
A simple GLTF-like material class
Note that: the baseColorTexture is supposed to be stored in the sRGB colorspace and subject to hardware sRGB decoding, but the baseColorFactor has no hardware decoder and therefore is specified as linear values directly.
- alpha_cutoff: float = 0.5¶
The alpha cutoff, default is 0.5.
- alpha_mode: str = 'opaque'¶
The alpha mode, either ‘opaque’, ‘mask’, or ‘blend’.
- base_color = [1.0, 1.0, 1.0]¶
The base color factor (either 3 or 4 floating point numbers)
These quantities are stored in
pbrMetallicRoughness:baseColorFactor
.
- ds: bool = True¶
If true, the material is double-sided (default True)
- emi_factor = [0.0, 0.0, 0.0]¶
The emissive factor
- metal: float = 0.0¶
The metalness
This quantity is stored in
pbrMetallicRoughness:metallicFactor
.
- name: str¶
The name of the material
- rough: float = 1.0¶
The roughness (should default be 0 or 1?)
This quantity is stored in
pbrMetallicRoughness:roughnessFactor
.
- txt: str = ''¶
The texture filename, including extension
- txt_frac_h: float = 1.0¶
The fractional part of the texture height which is usable
- txt_frac_w: float = 1.0¶
The fractional part of the texture width which is usable
- txt_h: int = 0¶
The height of the texture, in pixels (always a power of two)
- txt_w: int = 0¶
The width of the texture, in pixels (always a power of two)