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This reverts commit 3cd92817cb
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173 lines
7.7 KiB
Plaintext
173 lines
7.7 KiB
Plaintext
/*!
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\page material_page Material
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<ul>
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<li>\ref material_general_description_anchor "General Description"</li>
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<li>\ref material_opengl_model_anchor "OpenGL ligthing model" </li>
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<li>\ref material_lib_anchor "Materials library"</li>
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<li>\ref material_anchor "Material properties"</li>
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</ul>
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\anchor material_general_description_anchor <h2>General description</h2>
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\note The functionality related to the material properties is
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\b experimental, so it might work not as expected. The behavior might
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be changed in the future versions of SALOME Geometry module.
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You can change the material properties of the selected shape(s) in
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the context menu dialog. The layout of context menu can be customized via
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"Show predefined materials in popup menu" preferences option.
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If this option is switched off, only "Material properties" item will
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be shown in the popup menu. If this option is on (by default), "Material
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properties" item in the popup menu will open a sub-menu with a list of predefined
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materials:
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\image html hide_predef_material.png
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<center><em>"Show predefined materials in popup menu" option is switched off</em></center>
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\n\image html show_predef_material.png
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<center><em>"Show predefined materials in popup menu" option is switched on</em></center>
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The \b Custom item from this list allows defining \ref material_anchor "Material properties",
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including the creation of a custom material.
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It is also possible to define custom materials in the
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\ref material_lib_anchor "Materials library" dialog
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available from the main menu via <b>Tools > Materials library </b>.
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\note This functionality works in both OCC and VTK 3D
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viewers. However, due to the differences between underlying API
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of OCC and VTK libraries, the behavior of the functionality related to
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the materials is different:
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- shape presentation in OCC and VTK viewers is not fully identical;
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- some material attributes can affect the presentation in a different way.
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\anchor material_opengl_model_anchor <h2>OpenGL lighting model</h2>
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The material is specified by several attributes of the lighting
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model. More details can be found in the documentation related to the
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OpenGL programming, for example, here: http://www.glprogramming.com/red/chapter05.html.
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In the OpenGL lighting model, the light in a scene comes from several
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light sources; the light sources have an effect only when there are
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surfaces that absorb and reflect light. Each surface is assumed to be
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composed of a material with various properties. A material might emit
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its own light (like headlights of a vehicle), it might scatter
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some incoming light in all directions, and it might reflect a
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portion of the incoming light in a preferential direction like a
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mirror or other shiny surface.
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The OpenGL lighting model considers the lighting to be divided into
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four independent components: emissive, ambient, diffuse, and
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specular. All four components are computed independently and then
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added together.
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- The \b Ambient illumination is the light that has been scattered so much by the
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environment that its direction is impossible to determine - it seems
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to come from all directions. Backlighting in a room has a large
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ambient component, since most of the light that reaches your eye has
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first bounced off many surfaces. A spotlight outdoors has a tiny
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ambient component; most of the light travels in the same direction,
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and since you're outdoors, very little of the light reaches your eye
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after bouncing off other objects. When ambient light strikes a
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surface, it is scattered equally in all directions.
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- The \b Diffuse component is the light that comes from one direction, so
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it is brighter if it comes squarely down on a surface than if it barely
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glances off the surface. Once it hits a surface, however, it's
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scattered equally in all directions, so it appears equally bright, no
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matter where the eye is located. Any light coming from a particular
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position or direction probably has a diffuse component.
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- The \b Specular light comes from a particular direction, and it
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tends to bounce off the surface in a preferred direction. A
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well-collimated laser beam bouncing off a high-quality mirror produces
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specular reflection by almost 100 percent. Shiny metal or plastic has a
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high specular component, and chalk or carpet has almost none. You can
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think of specularity as shininess.
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- The \b Emissive color simulates light originating from an object.
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In the OpenGL lighting model, the emissive color of a surface adds
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intensity to the object, but is unaffected by any light sources. Also,
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the emissive color does not introduce any additional light into the
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overall scene.
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Although a light source delivers a single distribution of frequencies,
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the ambient, diffuse, and specular components might be different. For
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example, if you have a white light in a room with red walls, the
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scattered light tends to be red, although the light directly striking
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objects is white. OpenGL allows you to set the red, green, and blue
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values for each component of light independently.
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\anchor material_lib_anchor <h2>Materials library</h2>
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\image html materials_library.png
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The dialog consists of two parts:
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<ul>
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<li>The list to the left shows all available material models, both
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predefined and custom.
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- <b>[Current]</b> item in the list corresponds to the material model
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currently assigned to the selected shape(s). This model can be
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freely modified by the user.
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- <b>Global</b> material models are shown in blue color in the list;
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these are the models predefined by the SALOME Geometry module. The user
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is not allowed to modify the global models.
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- <b>User</b> materials are shown in black color in the list. These
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models are specified by the user and can be modified at any moment.
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</li>
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<li>The widgets to the right allow modifying different properties of the material model:
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- \b Ambient color and coefficient (floating point value between 0 and 1)
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- \b Diffuse color and coefficient (floating point value between 0 and 1)
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- \b Specular color and coefficient (floating point value between 0 and 1)
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- \b Emissive color and coefficient (floating point value between 0
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and 1). Note: this attribute is applicable only for the OCC viewer;
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it simulates light originating from an object.
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- \b Shininess
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- \b Type of material model: \em physical or \em artificial.
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</li>
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<li>The buttons <b>Add material</b> and <b>Remove material</b> in the
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lower part of the dialog box can be used to create or remove custom
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material models. The same commands are also available via the context
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menu in the materials list. <b>Rename material</b> command can be used
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to change the name of material model.</li>
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</ul>
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\anchor material_anchor <h2>Material properties</h2>
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\image html material.png
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In addition to the functionality of <b>Materials library</b>, this
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dialog provides objects selection mechanism and \b Color property.
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If the material model is specified as a \em physical (\em Gold,
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for example), the shape color (more precisely its \em ambient color)
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cannot be modified. If you assign a physical material model to the
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shape, the "Color" menu item will not be available in the popup menu.
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If the model is non-physical (\em artificial), the color can be changed
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to any appropriate one, only other attributes will be constant. In the
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dialog box you will be able to modify the color of the shape via the
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"Color" button. "Ambient color" button will be disabled to signalize
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that this attribute of the model is ignored. Also, it will be possible
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to modify the color of the shape via the
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\ref color_page "corresponding popup menu command".
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<b>Examples:</b>
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\image html material_OCC.png
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<center><em>Various materials in OCC viewer</em></center>
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\n\image html material_VTK.png
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<center><em>Various materials in VTK viewer</em></center>
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The default material model is specified via the preferences of Geometry
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module.
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*/
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