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SurfaceMaterial

Struct SurfaceMaterial 

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pub struct SurfaceMaterial {
Show 21 fields pub base_color: Vec4, pub metallic: f32, pub roughness: f32, pub emission_multiplier: f32, pub iridescence_enabled: bool, pub film_thickness: f32, pub iridescence_strength: f32, pub translucency_enabled: bool, pub translucency_threshold: f32, pub translucency_max: f32, pub translucency_color: Vec3, pub fresnel_f0: f32, pub fresnel_power: f32, pub veining_enabled: bool, pub vein_color: Vec4, pub vein_frequency: f32, pub vein_thickness: f32, pub vein_emission: f32, pub symbols_enabled: bool, pub symbol_density: f32, pub symbol_emission: f32,
}
Expand description

Material properties for the metaball isosurface.

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§base_color: Vec4

Base color multiplier.

§metallic: f32

Metallic factor (0 = dielectric, 1 = metallic).

§roughness: f32

Surface roughness (0 = mirror, 1 = matte).

§emission_multiplier: f32

Emission intensity multiplier.

§iridescence_enabled: bool

Enable thin-film iridescence.

§film_thickness: f32

Thin-film thickness (nm). Controls the base color shift.

§iridescence_strength: f32

Iridescence intensity (0 = none, 1 = full rainbow).

§translucency_enabled: bool

Enable translucency at thin surface areas.

§translucency_threshold: f32

Field strength below which translucency begins.

§translucency_max: f32

Maximum translucency amount (0 = opaque, 1 = fully translucent).

§translucency_color: Vec3

Translucency color (light bleeding through).

§fresnel_f0: f32

F0 reflectance at normal incidence (Schlick approximation).

§fresnel_power: f32

Fresnel power exponent (5.0 = Schlick standard).

§veining_enabled: bool

Enable procedural veins from field gradient.

§vein_color: Vec4

Vein color.

§vein_frequency: f32

Vein frequency (how many veins per unit distance).

§vein_thickness: f32

Vein thickness (0 = thin, 1 = thick).

§vein_emission: f32

Vein emission (glowing veins).

§symbols_enabled: bool

Enable mathematical symbol projection onto surface.

§symbol_density: f32

Symbol density (symbols per unit area).

§symbol_emission: f32

Symbol emission intensity.

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impl SurfaceMaterial

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pub fn organic() -> Self

Organic creature material (default + translucency).

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pub fn crystalline() -> Self

Crystalline material with iridescence.

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pub fn void_entity() -> Self

Dark void material with glowing veins.

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pub fn boss() -> Self

Boss material with symbols and intense emission.

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pub fn mathematical() -> Self

Mathematical entity with projected symbols.

Trait Implementations§

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impl Clone for SurfaceMaterial

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for SurfaceMaterial

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for SurfaceMaterial

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fn default() -> Self

Returns the “default value” for a type. Read more

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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