Qt Quick 3D - Principled Material Example (original) (raw)

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:

Images:

© 2025 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.