pub struct Material {
pub id: u32,
pub properties: Dict,
}
Expand description
A material used to render this model.
Fields§
§id: u32
The Material’s ID. Corresponds to an index in the palette.
properties: Dict
Properties of the material, mapped by property name.
Implementations§
source§impl Material
impl Material
sourcepub fn material_type(&self) -> Option<&str>
pub fn material_type(&self) -> Option<&str>
The _type
field, if present
sourcepub fn refractive_index(&self) -> Option<f32>
pub fn refractive_index(&self) -> Option<f32>
The _ior
field associated with the material
sourcepub fn low_dynamic_range_scale(&self) -> Option<f32>
pub fn low_dynamic_range_scale(&self) -> Option<f32>
The ‘_ldr’ field associated with the material. This is a ‘hack’ factor
to scale emissive materials visually by so they look less bright when
rendered. I.e. this blends between the actual color of the resp.
voxel (low_dynamic_range_scale
= 0) and its pure diffuse color
(low_dynamic_range_scale
= 1)
sourcepub fn ri(&self) -> Option<f32>
pub fn ri(&self) -> Option<f32>
The ‘_ri’ field associated with the material (appears to just be 1 + _ior)
sourcepub fn attenuation(&self) -> Option<f32>
pub fn attenuation(&self) -> Option<f32>
The _att
field associated with the glass
material.
This is the falloff that models the optiocal density of the medium.
sourcepub fn radiant_flux(&self) -> Option<f32>
pub fn radiant_flux(&self) -> Option<f32>
The _flux
field associated with the emissive
material.
sourcepub fn opacity(&self) -> Option<f32>
pub fn opacity(&self) -> Option<f32>
The _alpha
field associated with the material.
This is the alpha/blending value that is used to blend the voxel with the background (compositing related, has no relation to physics).
sourcepub fn transparency(&self) -> Option<f32>
pub fn transparency(&self) -> Option<f32>
The _trans
field associated with the material.
This is the transparency of the material. I.e. a physical property,
honours refractive_index()
, see above.
sourcepub fn density(&self) -> Option<f32>
pub fn density(&self) -> Option<f32>
The _d
field associated with the cloud
material.
This is the density of the volumetric medium.
sourcepub fn media(&self) -> Option<f32>
pub fn media(&self) -> Option<f32>
The _media
field associated with the material.
This corresponds to the cloud
material.
sourcepub fn media_type(&self) -> Option<&str>
pub fn media_type(&self) -> Option<&str>
The _media_type
field associated with the material.
Corresponds to the type of cloud
: absorb
, scatter
, emissive
,
subsurface scattering