class ART::IMaterial

Material interface for material manipulation. More...

#include <ARTIMaterial.h>

Inherits: IREDObject.

Public functions:

virtual const RED::Color &GetAlbedo ( ) const = 0
virtual const RED::Object *GetAlbedoTexture ( ) const = 0
virtual voidGetAlbedoWrap ( bool & oRepeatU, bool & oRepeatV ) const = 0
virtual doubleGetAlphaThreshold ( ) const = 0
virtual doubleGetAO ( ) const = 0
virtual const RED::Object *GetAOTexture ( ) const = 0
virtual voidGetAOWrap ( bool & oRepeatU, bool & oRepeatV ) const = 0
virtual const RED::Color &GetBackDiffuse ( ) const = 0
virtual const RED::Object *GetBackDiffuseTexture ( ) const = 0
virtual voidGetBackDiffuseWrap ( bool & oRepeatU, bool & oRepeatV ) const = 0
virtual const RED::Object *GetBumpTexture ( ) const = 0
virtual voidGetBumpWrap ( bool & oRepeatU, bool & oRepeatV ) const = 0
virtual RED::MESH_CHANNELGetChannel ( ) const = 0
virtual const RED::Color &GetDiffuse ( ) const = 0
virtual const RED::Object *GetDiffuseTexture ( ) const = 0
virtual voidGetDiffuseWrap ( bool & oRepeatU, bool & oRepeatV ) const = 0
virtual const RED::Color &GetEmissive ( ) const = 0
virtual doubleGetEmissiveIntensity ( ) const = 0
virtual const RED::Object *GetEmissiveTexture ( ) const = 0
virtual voidGetEmissiveWrap ( bool & oRepeatU, bool & oRepeatV ) const = 0
virtual doubleGetFlowOrientation ( ) const = 0
virtual doubleGetFlowSpeed ( ) const = 0
virtual doubleGetGlossiness ( ) const = 0
virtual const RED::Object *GetGlossinessTexture ( ) const = 0
virtual voidGetGlossinessWrap ( bool & oRepeatU, bool & oRepeatV ) const = 0
virtual doubleGetIOR ( ) const = 0
virtual const RED::Object *GetIORTexture ( ) const = 0
virtual voidGetIORWrap ( bool & oRepeatU, bool & oRepeatV ) const = 0
virtual const RED::Matrix &GetMatrix ( ) const = 0
virtual doubleGetMetalness ( ) const = 0
virtual const RED::Object *GetMetalnessTexture ( ) const = 0
virtual voidGetMetalnessWrap ( bool & oRepeatU, bool & oRepeatV ) const = 0
virtual doubleGetReflectance ( ) const = 0
virtual const RED::Object *GetReflectanceTexture ( ) const = 0
virtual voidGetReflectanceWrap ( bool & oRepeatU, bool & oRepeatV ) const = 0
virtual doubleGetRippleSpeed ( ) const = 0
virtual doubleGetRippleStrength ( ) const = 0
virtual doubleGetRoughness ( ) const = 0
virtual const RED::Object *GetRoughnessTexture ( ) const = 0
virtual voidGetRoughnessWrap ( bool & oRepeatU, bool & oRepeatV ) const = 0
virtual doubleGetTranslucency ( ) const = 0
virtual const RED::Object *GetTranslucencyTexture ( ) const = 0
virtual voidGetTranslucencyWrap ( bool & oRepeatU, bool & oRepeatV ) const = 0
virtual doubleGetTransmission ( ) const = 0
virtual const RED::Object *GetTransmissionTexture ( ) const = 0
virtual voidGetTransmissionWrap ( bool & oRepeatU, bool & oRepeatV ) const = 0
virtual doubleGetTransmittance ( ) const = 0
virtual ART::MATERIAL_TYPEGetType ( ) const = 0
virtual const RED::Color &GetWaterColor ( ) const = 0
virtual doubleGetWaterDepth ( ) const = 0
virtual const RED::Color &GetWaterPlaneNormal ( ) const = 0
virtual doubleGetWaterRefractIOR ( ) const = 0
virtual boolHasTransparency ( ) const = 0
virtual boolIsDoubleSided ( ) const = 0
virtual boolIsMasked ( ) const = 0
virtual voidSetAlbedo ( const RED::Color & IAlbedo ) = 0
virtual voidSetAlbedoTexture ( const RED::Object * iTexture ) = 0
virtual voidSetAlbedoWrap ( bool iRepeatU, bool iRepeatV ) = 0
virtual voidSetAlphaThreshold ( double iThreshold ) = 0
virtual voidSetAO ( double iAO ) = 0
virtual voidSetAOTexture ( const RED::Object * iTexture ) = 0
virtual voidSetAOWrap ( bool iRepeatU, bool iRepeatV ) = 0
virtual voidSetBackDiffuse ( const RED::Color & iBackDiffuse ) = 0
virtual voidSetBackDiffuseTexture ( const RED::Object * iTexture ) = 0
virtual voidSetBackDiffuseWrap ( bool iRepeatU, bool iRepeatV ) = 0
virtual voidSetBumpTexture ( const RED::Object * iTexture ) = 0
virtual voidSetBumpWrap ( bool iRepeatU, bool iRepeatV ) = 0
virtual voidSetChannel ( RED::MESH_CHANNEL iChannel ) = 0
virtual voidSetDiffuse ( const RED::Color & iDiffuse ) = 0
virtual voidSetDiffuseTexture ( const RED::Object * iTexture ) = 0
virtual voidSetDiffuseWrap ( bool iRepeatU, bool iRepeatV ) = 0
virtual voidSetDoubleSided ( bool iDoubleSided ) = 0
virtual voidSetEmissive ( const RED::Color & iEmissive ) = 0
virtual voidSetEmissiveIntensity ( double iIntensity ) = 0
virtual voidSetEmissiveTexture ( const RED::Object * iTexture ) = 0
virtual voidSetEmissiveWrap ( bool iRepeatU, bool iRepeatV ) = 0
virtual voidSetFlowOrientation ( double iFlowOrientation ) = 0
virtual voidSetFlowSpeed ( double iFlowSpeed ) = 0
virtual voidSetGlossiness ( double iGlossiness ) = 0
virtual voidSetGlossinessTexture ( const RED::Object * iTexture ) = 0
virtual voidSetGlossinessWrap ( bool iRepeatU, bool iRepeatV ) = 0
virtual voidSetIOR ( double iIOR ) = 0
virtual voidSetIORTexture ( const RED::Object * iTexture ) = 0
virtual voidSetIORWrap ( bool iRepeatU, bool iRepeatV ) = 0
virtual voidSetMasked ( bool iMasked ) = 0
virtual voidSetMatrix ( const RED::Matrix & iMatrix ) = 0
virtual voidSetMetalness ( double iMetalness ) = 0
virtual voidSetMetalnessTexture ( const RED::Object * iTexture ) = 0
virtual voidSetMetalnessWrap ( bool iRepeatU, bool iRepeatV ) = 0
virtual voidSetReflectance ( double iReflectance ) = 0
virtual voidSetReflectanceTexture ( const RED::Object * iTexture ) = 0
virtual voidSetReflectanceWrap ( bool iRepeatU, bool iRepeatV ) = 0
virtual voidSetRippleSpeed ( double iRippleSpeed ) = 0
virtual voidSetRippleStrength ( double iRippleStrength ) = 0
virtual voidSetRoughness ( double iRoughness ) = 0
virtual voidSetRoughnessTexture ( const RED::Object * iTexture ) = 0
virtual voidSetRoughnessWrap ( bool iRepeatU, bool iRepeatV ) = 0
virtual voidSetTranslucency ( double iTranslucency ) = 0
virtual voidSetTranslucencyTexture ( const RED::Object * iTexture ) = 0
virtual voidSetTranslucencyWrap ( bool iRepeatU, bool iRepeatV ) = 0
virtual voidSetTransmission ( double iTransmission ) = 0
virtual voidSetTransmissionTexture ( const RED::Object * iTexture ) = 0
virtual voidSetTransmissionWrap ( bool iRepeatU, bool iRepeatV ) = 0
virtual voidSetTransmittance ( double iTransmittance ) = 0
virtual voidSetType ( ART::MATERIAL_TYPE iType ) = 0
virtual voidSetWaterColor ( const RED::Color & iColor ) = 0
virtual voidSetWaterDepth ( double iDepth ) = 0
virtual voidSetWaterPlaneNormal ( const RED::Color & iNormal ) = 0
virtual voidSetWaterRefractIOR ( double iRefractIOR ) = 0

Public static functions:

static RED::CIDGetClassID ( )

Detailed description:

Material interface for material manipulation.

The ART::IMaterial interface gives access to the material object for geometries and plants.

A realistic material is defined by several properties:

A PBR material is defined by several other properties:

The PBR material is intended to provide a physical description for opaque elements. The realistic material can provide a description for opaque and transparent elements.

For each of these properties, this interface allows to:

According to the material properties, the mesh is rendered following a specific pipeline: opaque, transparent, masked and double sided or emissive.

Functions documentation

public virtual const RED::Color & ART::IMaterial::GetAlbedo() const = 0

Gets the albedo color.

If the material has an albedo texture, the albedo color is ignored.

Returns:

the diffuse color.
public virtual const RED::Object * ART::IMaterial::GetAlbedoTexture() const = 0

Gets the albedo texture.

Returns:

the albedo texture or NULL if is doesn't exist.
public virtual void ART::IMaterial::GetAlbedoWrap(bool &oRepeatU,
bool &oRepeatV
)const = 0

Gets the albedo wrap mode.

Parameters:

oRepeatU:returned true if the albedo texture repeats along U, false if it is clamped.
oRepeatV:returned true if the albedo texture repeats along V, false if it is clamped.
public virtual double ART::IMaterial::GetAlphaThreshold() const = 0

Gets the alpha threshold in case of a masked material.

Returns:

the alpha threshold between 0 and 1.
public virtual double ART::IMaterial::GetAO() const = 0

Gets the AO value.

If the material has a AO texture, the AO value is ignored.

Returns:

the transmission value.
public virtual const RED::Object * ART::IMaterial::GetAOTexture() const = 0

Gets the AO texture.

Returns:

the AO texture or NULL if is doesn't exist.
public virtual void ART::IMaterial::GetAOWrap(bool &oRepeatU,
bool &oRepeatV
)const = 0

Gets the AO wrap mode.

Parameters:

oRepeatU:returned true if the AO texture repeats along U, false if it is clamped.
oRepeatV:returned true if the AO texture repeats along V, false if it is clamped.
public virtual const RED::Color & ART::IMaterial::GetBackDiffuse() const = 0

Gets the back diffuse color.

If the material has a back diffuse texture, the back diffuse color is ignored.

Returns:

the back diffuse color.
public virtual const RED::Object * ART::IMaterial::GetBackDiffuseTexture() const = 0

Gets the back diffuse texture.

Returns:

the back diffuse texture or NULL if is doesn't exist.
public virtual void ART::IMaterial::GetBackDiffuseWrap(bool &oRepeatU,
bool &oRepeatV
)const = 0

Gets the back diffuse wrap mode.

Parameters:

oRepeatU:returned true if the back diffuse texture repeats along U, false if it is clamped.
oRepeatV:returned true if the back diffuse texture repeats along V, false if it is clamped.
public virtual const RED::Object * ART::IMaterial::GetBumpTexture() const = 0

Gets the bump texture.

The bump texture is a normal map containing 3D vector data.

Returns:

the bump texture or NULL if is doesn't exist.
public virtual void ART::IMaterial::GetBumpWrap(bool &oRepeatU,
bool &oRepeatV
)const = 0

Gets the bump wrap mode.

Parameters:

oRepeatU:returned true if the bump texture repeats along U, false if it is clamped.
oRepeatV:returned true if the bump texture repeats along V, false if it is clamped.

Gets the texture mesh channel.

Returns:

the mesh channel containing the texture coordinates.
public virtual const RED::Color & ART::IMaterial::GetDiffuse() const = 0

Gets the diffuse color.

If the material has a diffuse texture, the diffuse color is ignored.

Returns:

the diffuse color.
public virtual const RED::Object * ART::IMaterial::GetDiffuseTexture() const = 0

Gets the diffuse texture.

Returns:

the diffuse texture or NULL if is doesn't exist.
public virtual void ART::IMaterial::GetDiffuseWrap(bool &oRepeatU,
bool &oRepeatV
)const = 0

Gets the diffuse wrap mode.

Parameters:

oRepeatU:returned true if the diffuse texture repeats along U, false if it is clamped.
oRepeatV:returned true if the diffuse texture repeats along V, false if it is clamped.
public virtual const RED::Color & ART::IMaterial::GetEmissive() const = 0

Gets the emissive color.

If the material has an emissive texture, the emissive color is ignored.

Returns:

the emissive color.
public virtual double ART::IMaterial::GetEmissiveIntensity() const = 0

Gets the material emissive intensity.

Returns:

the emissive intensity.
public virtual const RED::Object * ART::IMaterial::GetEmissiveTexture() const = 0

Gets the emissive texture.

Returns:

the emissive texture or NULL if is doesn't exist.
public virtual void ART::IMaterial::GetEmissiveWrap(bool &oRepeatU,
bool &oRepeatV
)const = 0

Gets the emissive wrap mode.

Parameters:

oRepeatU:returned true if the emissive texture repeats along U, false if it is clamped.
oRepeatV:returned true if the emissive texture repeats along V, false if it is clamped.
public virtual double ART::IMaterial::GetFlowOrientation() const = 0

Gets the orientation of the flow mouvement.

Returns:

the flow orientation value.
public virtual double ART::IMaterial::GetFlowSpeed() const = 0

Gets the speed factor of the flow mouvement.

Returns:

the flow speed factor.
public virtual double ART::IMaterial::GetGlossiness() const = 0

Gets the glossiness.

Returns:

the glossiness of the material.
public virtual const RED::Object * ART::IMaterial::GetGlossinessTexture() const = 0

Gets the glossiness texture.

Returns:

the glossiness texture or NULL if is doesn't exist.
public virtual void ART::IMaterial::GetGlossinessWrap(bool &oRepeatU,
bool &oRepeatV
)const = 0

Gets the glossiness wrap mode.

Parameters:

oRepeatU:returned true if the translucency texture repeats along U, false if it is clamped.
oRepeatV:returned true if the translucency texture repeats along V, false if it is clamped.
public virtual double ART::IMaterial::GetIOR() const = 0

Gets the index of refraction.

Returns:

the index of refraction of the material.
public virtual const RED::Object * ART::IMaterial::GetIORTexture() const = 0

Gets the index of refraction texture.

Returns:

the IOR texture or NULL if is doesn't exist.
public virtual void ART::IMaterial::GetIORWrap(bool &oRepeatU,
bool &oRepeatV
)const = 0

Gets the index of refraction wrap mode.

Parameters:

oRepeatU:returned true if the translucency texture repeats along U, false if it is clamped.
oRepeatV:returned true if the translucency texture repeats along V, false if it is clamped.
public virtual const RED::Matrix & ART::IMaterial::GetMatrix() const = 0

Gets the transform matrix.

Returns:

the transform matrix.
public virtual double ART::IMaterial::GetMetalness() const = 0

Gets the metalness value.

If the material has a metalness texture, the metalness value is ignored.

Returns:

the transmission value.
public virtual const RED::Object * ART::IMaterial::GetMetalnessTexture() const = 0

Gets the metalness texture.

Returns:

the metalness texture or NULL if is doesn't exist.
public virtual void ART::IMaterial::GetMetalnessWrap(bool &oRepeatU,
bool &oRepeatV
)const = 0

Gets the metalness wrap mode.

Parameters:

oRepeatU:returned true if the metalness texture repeats along U, false if it is clamped.
oRepeatV:returned true if the metalness texture repeats along V, false if it is clamped.
public virtual double ART::IMaterial::GetReflectance() const = 0

Gets the reflectance value.

If the material has a reflectance texture, the reflectance value is ignored.

A value of 0 is fully mat whereas a value of 1 is fully reflective.

Returns:

the reflectance value.
public virtual const RED::Object * ART::IMaterial::GetReflectanceTexture() const = 0

Gets the reflectance texture.

A value of 0 is fully mat whereas a value of 1 is fully reflective.

Returns:

the reflectance texture or NULL if is doesn't exist.
public virtual void ART::IMaterial::GetReflectanceWrap(bool &oRepeatU,
bool &oRepeatV
)const = 0

Gets the reflectance wrap mode.

Parameters:

oRepeatU:returned true if the reflectance texture repeats along U, false if it is clamped.
oRepeatV:returned true if the reflectance texture repeats along V, false if it is clamped.
public virtual double ART::IMaterial::GetRippleSpeed() const = 0

Gets the ripple speed factor.

Returns:

the ripple speed factor.
public virtual double ART::IMaterial::GetRippleStrength() const = 0

Gets the ripple strength factor.

Returns:

the ripple strength factor.
public virtual double ART::IMaterial::GetRoughness() const = 0

Gets the roughness value.

If the material has a roughness texture, the roughness value is ignored.

Returns:

the transmission value.
public virtual const RED::Object * ART::IMaterial::GetRoughnessTexture() const = 0

Gets the roughness texture.

Returns:

the roughness texture or NULL if is doesn't exist.
public virtual void ART::IMaterial::GetRoughnessWrap(bool &oRepeatU,
bool &oRepeatV
)const = 0

Gets the roughness wrap mode.

Parameters:

oRepeatU:returned true if the roughness texture repeats along U, false if it is clamped.
oRepeatV:returned true if the roughness texture repeats along V, false if it is clamped.
public virtual double ART::IMaterial::GetTranslucency() const = 0

Gets the translucency color.

If the material has a translucency texture, the translucency color is ignored.

Returns:

the translucency color.
public virtual const RED::Object * ART::IMaterial::GetTranslucencyTexture() const = 0

Gets the translucency texture.

Returns:

the translucency texture or NULL if is doesn't exist.
public virtual void ART::IMaterial::GetTranslucencyWrap(bool &oRepeatU,
bool &oRepeatV
)const = 0

Gets the translucency wrap mode.

Parameters:

oRepeatU:returned true if the translucency texture repeats along U, false if it is clamped.
oRepeatV:returned true if the translucency texture repeats along V, false if it is clamped.
public virtual double ART::IMaterial::GetTransmission() const = 0

Gets the transmission value.

If the material has a transmission texture, the transmission value is ignored.

A value of 0 is fully opaque whereas a value of 1 is fully transparent.

Returns:

the transmission value.
public virtual const RED::Object * ART::IMaterial::GetTransmissionTexture() const = 0

Gets the transmission texture.

A value of 0 is fully opaque whereas a value of 1 is fully transparent.

Returns:

the transmission texture or NULL if is doesn't exist.
public virtual void ART::IMaterial::GetTransmissionWrap(bool &oRepeatU,
bool &oRepeatV
)const = 0

Gets the transmission wrap mode.

Parameters:

oRepeatU:returned true if the transmission texture repeats along U, false if it is clamped.
oRepeatV:returned true if the transmission texture repeats along V, false if it is clamped.
public virtual double ART::IMaterial::GetTransmittance() const = 0

Gets the material transmittance factor.

Returns:

the transmittance factor.
public virtual ART::MATERIAL_TYPE ART::IMaterial::GetType() const = 0

Gets the material type.

Returns:

the material type.
public virtual const RED::Color & ART::IMaterial::GetWaterColor() const = 0

Gets the water color.

Returns:

the water color.
public virtual double ART::IMaterial::GetWaterDepth() const = 0

Gets the depth of the water.

Returns:

the depth of the water, in meters.
public virtual const RED::Color & ART::IMaterial::GetWaterPlaneNormal() const = 0

Gets the water surface normal vector.

Returns:

the water normal vector, in WCS.
public virtual double ART::IMaterial::GetWaterRefractIOR() const = 0

Gets the material refraction IOR value.

Returns:

the refraction IOR.
public virtual bool ART::IMaterial::HasTransparency() const = 0

Tests if the material is rendered in the transparent pipeline.

Returns:

true if the material is transparent.
public virtual bool ART::IMaterial::IsDoubleSided() const = 0

Tests if the material is double sided.

Returns:

true if the material is double sided, false otherwise.
public virtual bool ART::IMaterial::IsMasked() const = 0

Tests if the material is masked.

Returns:

true if the material is masked, false otherwise.
public virtual void ART::IMaterial::SetAlbedo(const RED::Color &IAlbedo) = 0

Sets the albedo color.

If the material has an albedo texture, the albedo color is ignored.

Parameters:

iAlbedo:albedo color.
public virtual void ART::IMaterial::SetAlbedoTexture(const RED::Object *iTexture) = 0

Sets the albedo texture.

Parameters:

iTexture:albedo texture.
public virtual void ART::IMaterial::SetAlbedoWrap(booliRepeatU,
booliRepeatV
) = 0

Sets the albedo wrap mode.

Parameters:

iRepeatU:true to have the texture repeat along U, false if clamped.
iRepeatV:true to have the texture repeat along V, false if clamped.
public virtual void ART::IMaterial::SetAlphaThreshold(doubleiThreshold) = 0

Sets the alpha threshold in case of a masked material.

Parameters:

iThreshold:alpha threshold under which the material is fully transparent between 0 and 1.
public virtual void ART::IMaterial::SetAO(doubleiAO) = 0

Sets the AO value.

If the material has a AO texture, the AO value is ignored.

Parameters:

iRoughness:roughness value.
public virtual void ART::IMaterial::SetAOTexture(const RED::Object *iTexture) = 0

Sets the AO texture.

Parameters:

iTexture:AO texture.
public virtual void ART::IMaterial::SetAOWrap(booliRepeatU,
booliRepeatV
) = 0

Sets the AO wrap mode.

Parameters:

iRepeatU:true to have the texture repeat along U, false if clamped.
iRepeatV:true to have the texture repeat along V, false if clamped.
public virtual void ART::IMaterial::SetBackDiffuse(const RED::Color &iBackDiffuse) = 0

Sets the back diffuse color.

If the material has a back diffuse texture, the back diffuse color is ignored.

Parameters:

iBackDiffuse:back diffuse color.
public virtual void ART::IMaterial::SetBackDiffuseTexture(const RED::Object *iTexture) = 0

Sets the back diffuse texture.

Parameters:

iTexture:back diffuse texture.
public virtual void ART::IMaterial::SetBackDiffuseWrap(booliRepeatU,
booliRepeatV
) = 0

Sets the back diffuse wrap mode.

Parameters:

iRepeatU:true to have the texture repeat along U, false if clamped.
iRepeatV:true to have the texture repeat along V, false if clamped.
public virtual void ART::IMaterial::SetBumpTexture(const RED::Object *iTexture) = 0

Sets the bump texture.

The bump texture is a normal map containing 3D vector data.

Parameters:

iTexture:bump texture.
public virtual void ART::IMaterial::SetBumpWrap(booliRepeatU,
booliRepeatV
) = 0

Sets the bump wrap mode.

Parameters:

iRepeatU:true to have the texture repeat along U, false if clamped.
iRepeatV:true to have the texture repeat along V, false if clamped.
public virtual void ART::IMaterial::SetChannel(RED::MESH_CHANNELiChannel) = 0

Sets the texture mesh channel.

Parameters:

iChannel:mesh channel containing the texture coordinates.
public virtual void ART::IMaterial::SetDiffuse(const RED::Color &iDiffuse) = 0

Sets the diffuse color.

If the material has a diffuse texture, the diffuse color is ignored.

Parameters:

iDiffuse:diffuse color.
public virtual void ART::IMaterial::SetDiffuseTexture(const RED::Object *iTexture) = 0

Sets the diffuse texture.

Parameters:

iTexture:diffuse texture.
public virtual void ART::IMaterial::SetDiffuseWrap(booliRepeatU,
booliRepeatV
) = 0

Sets the diffuse wrap mode.

Parameters:

iRepeatU:true to have the texture repeat along U, false if clamped.
iRepeatV:true to have the texture repeat along V, false if clamped.
public virtual void ART::IMaterial::SetDoubleSided(booliDoubleSided) = 0

Sets the material double sided.

The masked and double sided materials are rendered using the same pipeline. A double sided material is automatically masked.

Parameters:

iDoubleSided:true to activate the material double siding.
public virtual void ART::IMaterial::SetEmissive(const RED::Color &iEmissive) = 0

Sets the emissive color.

If the material has an emissive texture, the emissive color is ignored.

Parameters:

iEmissive:emissive color.
public virtual void ART::IMaterial::SetEmissiveIntensity(doubleiIntensity) = 0

Sets the emissive intensity in case of an emissive material.

Parameters:

iIntensity:emissive intensity between 0 and +inf.
public virtual void ART::IMaterial::SetEmissiveTexture(const RED::Object *iTexture) = 0

Sets the emissive texture.

Parameters:

iTexture:emissive texture.
public virtual void ART::IMaterial::SetEmissiveWrap(booliRepeatU,
booliRepeatV
) = 0

Sets the emissive wrap mode.

Parameters:

iRepeatU:true to have the texture repeat along U, false if clamped.
iRepeatV:true to have the texture repeat along V, false if clamped.
public virtual void ART::IMaterial::SetFlowOrientation(doubleiFlowOrientation) = 0

Sets the orientation of the flow mouvement. This parameter must be used alongside the orientation value for the normal map itself.

Parameters:

iFlowOrientation:orientation of the flow mouvement between -180 and +180 degrees.
public virtual void ART::IMaterial::SetFlowSpeed(doubleiFlowSpeed) = 0

Sets the speed factor for the flow mouvement.

Parameters:

iFlowSpeed:speed factor for the flow mouvement between 0 and 1, with a value of 0 meaning no flow mouvement at all.
public virtual void ART::IMaterial::SetGlossiness(doubleiGlossiness) = 0

Sets the glossiness.

Parameters:

iGlossiness:glossiness of the material between 0 and 1.
public virtual void ART::IMaterial::SetGlossinessTexture(const RED::Object *iTexture) = 0

Gets the glossiness texture.

Parameters:

iTexture:glossiness texture.
public virtual void ART::IMaterial::SetGlossinessWrap(booliRepeatU,
booliRepeatV
) = 0

Sets the glossiness wrap mode.

Parameters:

iRepeatU:true to have the texture repeat along U, false if clamped.
iRepeatV:true to have the texture repeat along V, false if clamped.
public virtual void ART::IMaterial::SetIOR(doubleiIOR) = 0

Sets the index of refraction.

Parameters:

iIOR:index of refraction between 0 and 10.
public virtual void ART::IMaterial::SetIORTexture(const RED::Object *iTexture) = 0

Gets the index of refraction texture.

Parameters:

iTexture:IOR texture.
public virtual void ART::IMaterial::SetIORWrap(booliRepeatU,
booliRepeatV
) = 0

Sets the index of refraction wrap mode.

Parameters:

iRepeatU:true to have the texture repeat along U, false if clamped.
iRepeatV:true to have the texture repeat along V, false if clamped.
public virtual void ART::IMaterial::SetMasked(booliMasked) = 0

Defines the material as masked.

If the material is masked, the masked texture is set using ART::IMaterial::SetTransmissionTexture.

The masked and double sided materials are rendered using the same pipeline. A masked material is automatically double sided.

Parameters:

iMasked:true to activate the material masking.
public virtual void ART::IMaterial::SetMatrix(const RED::Matrix &iMatrix) = 0

Sets the transform matrix.

Parameters:

iMatrix:transform matrix.
public virtual void ART::IMaterial::SetMetalness(doubleiMetalness) = 0

Sets the metalness value.

If the material has a metalness texture, the metalness value is ignored.

Parameters:

iRoughness:roughness value.
public virtual void ART::IMaterial::SetMetalnessTexture(const RED::Object *iTexture) = 0

Sets the metalness texture.

Parameters:

iTexture:metalness texture.
public virtual void ART::IMaterial::SetMetalnessWrap(booliRepeatU,
booliRepeatV
) = 0

Sets the metalness wrap mode.

Parameters:

iRepeatU:true to have the texture repeat along U, false if clamped.
iRepeatV:true to have the texture repeat along V, false if clamped.
public virtual void ART::IMaterial::SetReflectance(doubleiReflectance) = 0

Sets the reflectance value.

If the material has a reflectance texture, the reflectance value is ignored.

A value of 0 is fully mat whereas a value of 1 is fully reflective.

Parameters:

iReflectance:reflectance value.
public virtual void ART::IMaterial::SetReflectanceTexture(const RED::Object *iTexture) = 0

Sets the reflectance texture.

A value of 0 is fully mat whereas a value of 1 is fully reflective.

Parameters:

iTexture:reflectance texture.
public virtual void ART::IMaterial::SetReflectanceWrap(booliRepeatU,
booliRepeatV
) = 0

Sets the reflectance wrap mode.

Parameters:

iRepeatU:true to have the texture repeat along U, false if clamped.
iRepeatV:true to have the texture repeat along V, false if clamped.
public virtual void ART::IMaterial::SetRippleSpeed(doubleiRippleSpeed) = 0

Sets the speed factor for ripples. It defines the speed of the rippling mouvement of the water.

Parameters:

iRippleSpeed:speed ripple factor between 0 and 1, with a value of 0 meaning no mouvement at all.
public virtual void ART::IMaterial::SetRippleStrength(doubleiRippleStrength) = 0

Sets the strength factor for ripples. It defines the strenght of the water ripples defined from the normal map.

Parameters:

iRippleStrength:strength ripple factor between 0 and 1, with a value of 0 meaning no ripples at all.
public virtual void ART::IMaterial::SetRoughness(doubleiRoughness) = 0

Sets the roughness value.

If the material has a roughness texture, the roughness value is ignored.

Parameters:

iRoughness:roughness value.
public virtual void ART::IMaterial::SetRoughnessTexture(const RED::Object *iTexture) = 0

Sets the roughness texture.

Parameters:

iTexture:roughness texture.
public virtual void ART::IMaterial::SetRoughnessWrap(booliRepeatU,
booliRepeatV
) = 0

Sets the roughness wrap mode.

Parameters:

iRepeatU:true to have the texture repeat along U, false if clamped.
iRepeatV:true to have the texture repeat along V, false if clamped.
public virtual void ART::IMaterial::SetTranslucency(doubleiTranslucency) = 0

Sets the translucency color.

If the material has a translucency texture, the translucency color is ignored.

Parameters:

iTranslucency:translucency color.
public virtual void ART::IMaterial::SetTranslucencyTexture(const RED::Object *iTexture) = 0

Sets the translucency texture.

Parameters:

iTexture:translucency texture.
public virtual void ART::IMaterial::SetTranslucencyWrap(booliRepeatU,
booliRepeatV
) = 0

Sets the translucency wrap mode.

Parameters:

iRepeatU:true to have the texture repeat along U, false if clamped.
iRepeatV:true to have the texture repeat along V, false if clamped.
public virtual void ART::IMaterial::SetTransmission(doubleiTransmission) = 0

Sets the transmission value.

If the material has a transmission texture, the transmission value is ignored.

A value of 0 is fully opaque whereas a value of 1 is fully transparent.

Parameters:

iTransmission:transmission value.
public virtual void ART::IMaterial::SetTransmissionTexture(const RED::Object *iTexture) = 0

Sets the transmission texture.

A value of 0 is fully opaque whereas a value of 1 is fully transparent.

Parameters:

iTexture:transmission texture.
public virtual void ART::IMaterial::SetTransmissionWrap(booliRepeatU,
booliRepeatV
) = 0

Sets the transmission wrap mode.

Parameters:

iRepeatU:true to have the texture repeat along U, false if clamped.
iRepeatV:true to have the texture repeat along V, false if clamped.
public virtual void ART::IMaterial::SetTransmittance(doubleiTransmittance) = 0

Sets the transmittance factor in case of water material.

Parameters:

iTransmittance:transmittance factor between 0 and 1.
public virtual void ART::IMaterial::SetType(ART::MATERIAL_TYPEiType) = 0

Sets the material type.

Realistic material uses channels:

  • Diffuse
  • Transmission
  • Reflectance
  • Bump
  • Back diffuse
  • Translucency
  • IOR
  • Glossiness

PBR metallic material uses channels:

  • Albedo
  • Roughness
  • Metalness
  • Transmission
  • Bump
  • AO

Emissive material uses channels:

  • Emissive

Parameters:

iType:material type.
public virtual void ART::IMaterial::SetWaterColor(const RED::Color &iColor) = 0

Sets the water color.

If the material is not of type water, the water color is ignored.

Parameters:

iColor:water color.
public virtual void ART::IMaterial::SetWaterDepth(doubleiDepth) = 0

Sets the depth of the water, meaning the approximate depth (in meters) between the water surface where this material is applied, and the other meshes underneath.

This depth value is required for the refraction algorithm. If the refraction IOR is set to 1.0, this value is ignored.

Parameters:

iDepth:approximate water depth, in meters.
public virtual void ART::IMaterial::SetWaterPlaneNormal(const RED::Color &iNormal) = 0

Sets the water surface normal vector.

This normal vector is required for the refraction algorithm. It must be the same normal that is used for the planar reflection rendering pipeline. If the refraction IOR is set to 1.0, this value is ignored.

Parameters:

iNormal:normal vector in world coordinates, normalized. The alpha value of the RED::Color is unused.
public virtual void ART::IMaterial::SetWaterRefractIOR(doubleiRefractIOR) = 0

Sets the IOR value used for water refraction.

This refract IOR value is independant from the IOR value, that will be used for reflection. For a water material, you need to set both.

Parameters:

iRefractIOR:refract IOR value between 1.0 and 10.0, with a value of 1.0 meaning no refraction at all.