- Qt 5.15
- Qt Quick 3D
- Qt Quick 3D Examples and Tutorials
- Qt Quick 3D - Principled Material Example
- Qt Quick 3D | Commercial or GPLv3

# Qt Quick 3D - Principled Material Example

Demonstrates the use of Principled Material.

This example demonstrates how to use the principled material in two different ways in an application.

#### Setting Up the Scene

##### Light Probe

We want to use a light probe, as we're going to use reflective metallic materials. We need to enable light probe and adjust its settings to get the result we want.

     environment: SceneEnvironment {
         probeBrightness: 100
         clearColor: "#848895"

         backgroundMode: SceneEnvironment.Color
         lightProbe: Texture {
             source: "maps/OpenfootageNET_garage-1024.hdr"
         }
     }

##### Rotating Light

Then we add DirectionalLight and add a rotation for it, to better demonstrate the effect of the metalness and roughness properties have on the materials.

     // Rotate the light direction
     DirectionalLight {
         eulerRotation.y: -100
         brightness: 100
         SequentialAnimation on eulerRotation.y {
             loops: Animation.Infinite
             PropertyAnimation {
                 duration: 5000
                 to: 360
                 from: 0
             }
         }
     }

#### Principled Materials

##### Basic

We will apply a basic principled material on to the sphere on the left. By basic we mean just using the non-texture properties of the material.

     Model {
         position: Qt.vector3d(-250, -30, 0)
         scale: Qt.vector3d(4, 4, 4)
         source: "#Sphere"
         materials: [ PrincipledMaterial {
                 baseColor: "#41cd52"
                 metalness: materialCtrl.metalness
                 roughness: materialCtrl.roughness
                 specularAmount: materialCtrl.specular
                 indexOfRefraction: materialCtrl.ior
                 specularTint: materialCtrl.specularTint
                 opacity: materialCtrl.opacityValue
             }
         ]
     }

##### Textured

We will apply a textured principled material on to the sphere on the right. When using textures for metalness, roughness, bumpiness, and color the basic property values are applied as multipliers for the values gotten from the textures.

     Model {
         position: Qt.vector3d(250, -30, 0)
         scale: Qt.vector3d(4, 4, 4)
         source: "#Sphere"
         materials: [ PrincipledMaterial {
                 metalness: materialCtrl.metalness
                 roughness: materialCtrl.roughness
                 specularAmount: materialCtrl.specular
                 indexOfRefraction: materialCtrl.ior
                 opacity: materialCtrl.opacityValue

                 baseColorMap: Texture { source: "maps/metallic/basecolor.jpg" }
                 metalnessMap: Texture { source: "maps/metallic/metallic.jpg" }
                 roughnessMap: Texture { source: "maps/metallic/roughness.jpg" }
                 normalMap: Texture { source: "maps/metallic/normal.jpg" }

                 metalnessChannel: Material.R
                 roughnessChannel: Material.R
             }
         ]

#### Controlling the Property Values

There are some sliders for adjusting the values of the different basic properties.

Note: If `Metalness` has a non-zero value, adjusting `Specular Power` or `Specular Tint` has no effect.

Files:

- principledmaterial/MaterialControl.qml
- principledmaterial/main.cpp
- principledmaterial/main.qml
- principledmaterial/materials.qrc
- principledmaterial/principledmaterial.pro
- principledmaterial/qml.qrc

Images:

- principledmaterial/maps/metallic/basecolor.jpg
- principledmaterial/maps/metallic/metallic.jpg
- principledmaterial/maps/metallic/normal.jpg
- principledmaterial/maps/metallic/roughness.jpg