jit.gl.material
Generate materials for 3D objects
Description
Produces shaders for high quality rendering that automatically adapt to texture inputs and the number of active lights.
Discussion
This OB3D object optionally takes one argument: the name of a drawing context. This is a named instance of a jit.world, or jit.pworld object, or a jit.gl.node sub-context. This value may also be set via the OB3D drawto attribute. If no argument is present, the object is implicitly added to the first valid drawing context or sub-context found in the current patch or by searching up the patcher hierarchy.
Attributes
darkness[float]
Material darkness. Only valid when the diffuse shading model is minnaert.
diffuse_model[symbol]
Diffuse shading model
Possible values:
'lambert'
(
Lambertian diffuse shading model
)
'oren_nayer'
(
Oren-Nayer diffuse shading model
)
'toon'
(
Toon diffuse shading model
)
'minnaert'
(
Minnaert diffuse shading model
)
diffuse_size[float]
Diffuse toon component size. Only valid when the diffuse shading model is toon.
diffuse_smooth[float]
Diffuse toon component smoothness. Only valid when the diffuse shading model is toon.
drawto[symbol]
Render context name
fog[symbol]
Fog type
Possible values:
'none'
(
No fog
)
'linear'
(
Linear fog
)
'exp'
(
Exponential fog
)
'exp2'
(
Squared exponential fog
)
heightmap_mode[symbol]
Heightmap mode to use when the heightmap input is in use (default = parallax).
Possible values:
'parallax'
(
Parallax heightmap mode
)
Parallax heightmap mode is used in conjunction with normal mapping to enhance the depth effect by displacing texture coordinates. A normals input is required when using parallax mode.
'vtf'
(
Vertex texture fetch mode
)
Vertex texture fetch mode samples the heightmap texture's first channel (red plane) in the vertex program and displaces the vertex position along its normal by that amount. vtf mode requires texture inputs must be non-rectangular (@rectangle 0).
'vtf_normals'
(
Vertex texture fetch with normals generation mode
)
Vertex texture fetch with normals generation mode is similar to vtf mode but it also regenerates lighting normals for the displaced mesh.
override[int]
Override jit.gl object color material attributes
roughness[float]
Material roughness. Only valid when the diffuse shading model is oren_nayer.
shadow_eps[float]
>= 7.0.0
Shadow epsilon (eps) modifies the shape of shadows, and corrects self-shadowing error (default = 0.2). This value is used when the bound object is a shadow-receiver.
shadow_hard[float]
>= 7.0.0
Adjust shadow hardness (default = 0.7). This value is used when the bound object is a shadow-receiver.
shadow_radius[float]
>= 7.0.0
Adjust shadow blur radius (default = 0.3). This value is used when the bound object is a shadow-receiver.
shadow_soft[float]
>= 7.0.0
Adjust shadow softness (default = 0.3). Overwrites shadow_radius and shadow_hard attributes. This value is used when the bound object is a shadow-receiver.
specular_model[symbol]
Specular shading model
Possible values:
'blinn'
(
Blinn specular shading model
)
'phong'
(
Phong specular shading model
)
'toon'
(
Toon specular shading model
)
'ward'
(
Ward specular shading model
)
'cook_torrance'
(
Cook-Torrance specular shading model
)
specular_size[float]
Specular toon component size. Only valid when the specular shading model is toon.
specular_smooth[float]
Specular toon component smoothness. Only valid when the specular shading model is toon.
type[symbol]
read-only
Material type (a descriptive name of the material).
OB3D Attributes
automatic[int]
Automatic rendering flag (default = 1) When the flag is set, rendering occurs when the associated jit.gl.render object receives a bang message
aux_color[4 floats]
The auxiliary color in the form red green blue alpha (default = 0. 0. 0. 0.) The list elements should be in the range 0.-1.
enable[int]
Enable flag (default = 1) When the flag is set, drawing is enabled.
fog_params[7 floats]
The fog parameters in the form red green blue alpha density start end (default = 0. 0. 0. 0. 0. 0. 0.) The list's color elements should be in the range 0.-1.
layer[int]
Object layer number (default = 0) When in automatic mode, the layer number determines the rendering order (low to high). Objects in the same layer have no guarantee which will be rendered first.
mat_ambient[4 floats]
The ambient light material property in the form red green blue alpha (default = 0. 0. 0. 0.) The list elements should be in the range 0.-1.
mat_diffuse[4 floats]
The diffuse light material property in the form red green blue alpha (default = 0. 0. 0. 0.) The list elements should be in the range 0.-1.
mat_emission[4 floats]
The material emission property in the form red green blue alpha (default = 0. 0. 0. 0.) The list elements should be in the range 0.-1.
mat_specular[4 floats]
The specular light material property in the form red green blue alpha (default = 0. 0. 0. 0.) The list elements should be in the range 0.-1.
matfile[symbol]
The Jitter material file to apply (.jitmtl)
name[symbol]
The instance name (default = UID)
shininess[float]
The material shininess value (default = 16.0) The value should be a float in the range 0.-255.
smooth_shading[int]
Smooth shading flag (default = 0) When the flag is set, smooth shading is used when rendering.
Common Box Attributes
annotation[symbol]
Sets the text that will be displayed in the Clue window when the user moves the mouse over the object.
background[int]: 0
Adds or removes the object from the patcher's background layer. adds the object to the background layer, removes it. Objects in the background layer are shown behind all objects in the default foreground layer.
color[4 floats]
Sets the color for the object box outline.
fontface[int]
Sets the type style used by the object. The options are:
plain
bold
italic
bold italic
Possible values:
0 = 'regular'
1 = 'bold'
2 = 'italic'
3 = 'bold italic'
fontname[symbol]
Sets the object's font.
fontsize[float]
Sets the object's font size (in points).
Possible values:
'8'
'9'
'10'
'11'
'12'
'13'
'14'
'16'
'18'
'20'
'24'
'30'
'36'
'48'
'64'
'72'
hint[symbol]
Sets the text that will be displayed in as a pop-up hint when the user moves the mouse over the object in a locked patcher.
ignoreclick[int]: 0
Toggles whether an object ignores mouse clicks in a locked patcher.
jspainterfile[symbol]
You can override the default appearance of a user interface object by assigning a JavaScript file with code for painting the object. The file must be in the search path.
patching_rect[4 floats]: 0. 0. 100. 0.
Aliases: patching_position, patching_size
Sets the position and size of the object in the patcher window.
position[2 floats]
write-only
Sets the object's x and y position in both patching and presentation modes (if the object belongs to its patcher's presentation), leaving its size unchanged.
presentation[int]: 0
Sets whether an object belongs to the patcher's presentation.
presentation_rect[4 floats]: 0. 0. 0. 0.
Aliases: presentation_position, presentation_size
Sets the x and y position and width and height of the object in the patcher's presentation, leaving its patching position unchanged.
rect[4 floats]
write-only
Sets the x and y position and width and height of the object in both patching and presentation modes (if the object belongs to its patcher's presentation).
size[2 floats]
write-only
Sets the object's width and height in both patching and presentation modes (if the object belongs to its patcher's presentation), leaving its position unchanged.
textcolor[4 floats]
Sets the color for the object's text in RGBA format.
textjustification[int]
Sets the justification for the object's text.
Possible values:
0 = 'left'
1 = 'center'
2 = 'right'
valuepopup[int]: 0
For objects with single values, enabling valuepopup will display the object's current value in a popup caption when the mouse is over the object or it is being changed with the mouse.
valuepopuplabel[int]: 0
Sets the source of a text label shown in a value popup caption.
Possible values:
0 = 'None'
1 = 'Hint'
2 = 'Scripting Name'
3 = 'Parameter Long Name'
4 = 'Parameter Short Name'
varname[symbol]
Sets the patcher's scripting name, which can be used to address the object by name in pattr, scripting messages to thispatcher, and the js object.
Messages
(drag)
Drag and drop a Jitter material file (.jitmtl)
ambient_texture
Set ambient texture
- name
[symbol]
clear
Clear the image map at the corresponding input
(mouse)
Open the materials browser
diffuse_texture
Set diffuse texture
- name
[symbol]
emission_texture
Set emission texture
- name
[symbol]
environment_texture
Set the environment texture. The environment texture can be a jit.gl.texture or a jit.gl.cubemap)
- name
[symbol]
getparamdefault
Get parameter default value
- name
[symbol]
getparamlist
Get list of parameter names
getparamtype
Get parameter type
- name
[symbol]
getparamval
Get the parameter value
- name
[symbol]
glossmap_texture
Set glossmap texture
heightmap_texture
Set heightmap texture
normals_texture
Set the normals texture. The normals texture will add a bump-mapping effect to the material.
- name
[symbol]
open
Open the materials browser
param
Set material parameter value
- name
[symbol]
- values
[list]
reset
Reset shading model and colors
reset_colors
Reset colors to default values
reset_shading_model
Reset shading model to default values
specular_texture
Set specular texture
- name
[symbol]
wclose
Close material browser
OB3D Messages
bang
Equivalent to the message.
draw
Draws the object in the named drawing destination. If the matrixoutput attribute is supported and set to 1, the geometry matrices are sent out the object's left outlet.
drawraw
Equivalent to with the inherit_all attribute set to 1.
drawimmediate
Equivalent to but ignoring any potential renderer setup
import_material
Import a Jitter material file (.jitmtl).
export_material
Export material state as a material file (.jitmtl).
jit_gl_texture
Binds the texture specified by texture-name to this object. Equivalent to setting the texture attribute to texture-name .
- texture-name
[symbol]
See Also
| Name | Description |
|---|---|
| jit.gl.pbr | |
| jit.gl.cubemap | Manage a cubemap texture target |
| jit.gl.model | Read and draw various 3D model formats |
| jit.gl.pass | Render scene passes with shader processing |
| jit.gl.shader | Manage a GL shader |
| jit.gl.texture | Create OpenGL textures |
| jit.gl.environment |