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lib.3d.rendering.SetMaterial

Thomas Mann edited this page Jan 17, 2024 · 6 revisions

SetMaterial

in lib.3d.rendering


Sets the physical base rendering (PBR) material for the current RenderTarget which is then used by [DrawMesh] and other PBR rendering operators. Each of the material properties can be controlled by a color or by connecting a texture input.

Please note that color parameter is multiplied to the texture: so to for an emissive texture to be visible, you have to first set the Emissive Color to one.

The base (albedo) color can also be adjusted by the Draw operators. Please use [CombineMaterialChannels] to combine Roughness, Metallic and Occlusion textures into a single texture that can be connected to the .RoughnessMetallicOcclusion parameter. For the roughness rendering the draw operators need an IBL texture set by [SetEnvironment] . We uses a default IBL map as a default.

Also see: [HowToDrawThings]


Input Parameters

Name (Relevancy & Type) Description
SubTree (CommandRequired) -
BaseColor (Vector4) -
BaseColorMap (Texture2D) -
EmissiveColor (Vector4) -
EmissiveColorMap (Texture2D) -
Specular (Single) -
Roughness (Single) -
Metal (Single) -
NormalMap (Texture2D) -
RoughnessMetallicOcclusionMap (Texture2D) -

Outputs

Name Type
Output T3.Core.DataTypes.Command

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