SoMaterial Class |
Surface material definition node.
Namespace: OIV.Inventor.Nodes
The SoMaterial type exposes the following members.
Name | Description | |
---|---|---|
SoMaterial | Creates a material node with default settings. |
Name | Description | |
---|---|---|
AffectsState | Returns true if a node has an effect on the state during traversal. | |
Callback | (Overrides SoNodeCallback(SoCallbackAction).) | |
Copy | Calls Copy(false). (Inherited from SoNode.) | |
Copy(Boolean) | Creates and returns an exact copy of the node. | |
CopyFieldValues(SoFieldContainer) | Calls CopyFieldValues(fc, false). (Inherited from SoFieldContainer.) | |
CopyFieldValues(SoFieldContainer, Boolean) | Copies the contents of fc's fields into this object's fields. | |
Dispose |
Releases all resources used by SoDisposable.
(Inherited from SoDisposable.) | |
Distribute | (Inherited from SoNode.) | |
DoAction | (Overrides SoNodeDoAction(SoAction).) | |
EnableNotify | Notification at this Field Container is enabled (if flag == true) or disabled (if flag == false). | |
Equals | Determines whether the specified Object is equal to the current Object. (Inherited from Object.) | |
FieldsAreEqual | Returns true if this object's fields are exactly equal to fc's fields. | |
Get | Returns the values of the fields of this object in the Open Inventor ASCII file format in the given string. | |
GetAllFields | Returns a list of fields, including the eventIn's and eventOut's. | |
GetAlternateRep | This method is called by actions to allow the node to provide an "alternate representation" when appropriate (typically depending on the action type). | |
GetBoundingBox | (Inherited from SoNode.) | |
GetEventIn | Returns a the eventIn with the given name. | |
GetEventOut | Returns the eventOut with the given name. | |
GetField | Returns a the field of this object whose name is fieldName. | |
GetFieldName | Returns the name of the given field in the fieldName argument. | |
GetFields | Appends references to all of this object's fields to resultList, and returns the number of fields appended. | |
GetHashCode |
Overrides GetHashCode().
(Inherited from SoNetBase.) | |
GetMatrix | (Inherited from SoNode.) | |
GetName | Returns the name of an instance. | |
GetPrimitiveCount | (Inherited from SoNode.) | |
GetRenderEngineMode | Returns the supported Render engine mode. | |
GetRenderUnitID | (Inherited from SoNode.) | |
GetStringName | (Inherited from SoBase.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
GLRender | (Overrides SoNodeGLRender(SoGLRenderAction).) | |
GLRenderBelowPath | (Inherited from SoNode.) | |
GLRenderInPath | (Inherited from SoNode.) | |
GLRenderOffPath | (Inherited from SoNode.) | |
GrabEventsCleanup | (Inherited from SoNode.) | |
GrabEventsSetup | (Inherited from SoNode.) | |
HandleEvent | (Inherited from SoNode.) | |
HasDefaultValues | Returns true if all of the object's fields have their default values. | |
IsBoundingBoxIgnoring | This method is used by getBoundingBox action traversal to know if the current node must be traversed or not, ie the bounding should be ignored. | |
IsNotifyEnabled | Notification is the process of telling interested objects that this object has changed. | |
IsOverride | Returns the state of the override field. | |
IsSynchronizable | Gets the ScaleViz synchronizable state of this object. | |
Pick | (Inherited from SoNode.) | |
RayPick | (Overrides SoNodeRayPick(SoRayPickAction).) | |
Search | (Inherited from SoNode.) | |
Set | Sets one or more fields in this object to the values specified in the given string, which should be a string in the Open Inventor file format. | |
SetName | (Inherited from SoBase.) | |
SetOverride | Set the state of the override field. | |
SetSynchronizable | Sets this to be a ScaleViz synchronizable object. | |
SetToDefaults | Sets all fields in this object to their default values. | |
ToString |
Converts this SoBase structure to a human readable string.
(Inherited from SoBase.) | |
Touch | Marks an instance as modified, simulating a change to it. | |
Write | (Overrides SoNodeWrite(SoWriteAction).) |
Name | Description | |
---|---|---|
ambientColor | Ambient color of the surface. | |
diffuseColor | Diffuse color(s) of the surface. | |
emissiveColor | Emissive color of the surface. | |
IsDisposable | ISafeDisposable interface implementation.
(Inherited from SoDisposable.) | |
shininess | Shininess coefficient of the surface. | |
specularColor | Specular color of the surface. | |
transparency | Transparency value(s) of the surface. | |
UserData |
Gets or sets the user data to be contained by the field container.
(Inherited from SoFieldContainer.) |
This node defines the current surface material properties for all subsequent shapes. OIV.Inventor.Nodes.SoMaterial sets several components of the current material during traversal. The ambientColor, diffuseColor, emissiveColor, specularColor and shininess fields are interpreted according to the classic OpenGL lighting model. The transparency field is effectively the inverse of "opacity" or "alpha value".
As described here, the OIV.Inventor.Nodes.SoMaterial.diffuseColor and OIV.Inventor.Nodes.SoMaterial.transparency of this class can be overridden by other property nodes.
If the current OIV.Inventor.Nodes.SoLightModel.model is set to BASE_COLOR or PHYSICALLY_BASED, only the OIV.Inventor.Nodes.SoMaterial.diffuseColor and OIV.Inventor.Nodes.SoMaterial.transparency fields are used from this OIV.Inventor.Nodes.SoMaterial class.
Multiple values can be specified for the OIV.Inventor.Nodes.SoMaterial.diffuseColor and OIV.Inventor.Nodes.SoMaterial.transparency fields. Different shapes interpret materials with multiple values differently. To bind materials to shapes, use an OIV.Inventor.Nodes.SoMaterialBinding node.
# Several other nodes can be used to set diffuse color and transparency for geometry.
If the other color values are not needed, these nodes use a little less memory than an OIV.Inventor.Nodes.SoMaterial node, especially if multiple color values are specified. Generally OIV.Inventor.Nodes.SoVertexProperty is the most efficient mechanism and may provide better performance than using OIV.Inventor.Nodes.SoMaterial. Note that for these nodes transparency is set as "alpha value" (inverse of transparency).
Diffuse color (only) can also be specified using an OIV.Inventor.Nodes.SoBaseColor node.
Diffuse color and transparency can also be specified using an OIV.Inventor.Nodes.SoPackedColor node.
Diffuse color and transparency can also be specified for polygonal geometry using the orderedRGBA field of OIV.Inventor.Nodes.SoVertexProperty.
# Lighting and material RGB values:
The color components specified for lights mean something different than for materials. For a light, the numbers correspond to a percentage of full intensity for each color. If the R, G, and B values for a light's color are all 1.0, the light is the brightest possible white. If the values are 0.5, the color is still white, but only at half intensity, so it appears gray. If R=G=1 and B=0 (full red and green with no blue), the light appears yellow. The intensity can also be modulated using the OIV.Inventor.Nodes.SoLight.intensity field.
For materials, the numbers correspond to the reflected percentages of those colors. So if R=1, G=0.5, and B=0 for a material, that material reflects all the incoming red light, half the incoming green, and none of the incoming blue light. In other words, if an OpenGL light has components (LR, LG, LB), and a material has corresponding components (MR, MG, MB), then, ignoring all other reflectivity effects, the light that arrives at the eye is given by (LR*MR, LG*MG, LB*MB). As a result, for example, shining a pure blue light on a pure red cone has no visible effect.
Similarly, if you have two lights that send (R1, G1, B1) and (R2, G2, B2) to the eye, the components are added, giving (R1+R2, G1+G2, B1+B2). If any of the sums are greater than 1 (corresponding to a color brighter than the hardware can display), the component is clamped to 1.
# Override material:
To force all geometry following/below this node to use specific color and transparency values, call the OIV.Inventor.Nodes.SoMaterial.SetOverride(System.Boolean) method with true. Overriding the diffuse color and transparency overrides the color and transparency values in other nodes including OIV.Inventor.Nodes.SoPhysicalMaterial, OIV.Inventor.Nodes.SoPackedColor and OIV.Inventor.Nodes.SoVertexProperty. This can be useful, for example, to highlight a selected object.
It is also possible to override only a subset of the OIV.Inventor.Nodes.SoMaterial fields. If, for example, you only want to override the diffuse color, but not the other values, call setIgnored(true) on the fields that you do not want to override. But note that this selective override technique only works on other OIV.Inventor.Nodes.SoMaterial nodes! For OIV.Inventor.Nodes.SoPackedColor and OIV.Inventor.Nodes.SoVertexProperty, the diffuseColor and transparency values are bound together and cannot be overridden separately.
# VolumeViz shapes:
For scalar (non-RGBA) volumes, the color and alpha value of a voxel is affected by two nodes. OIV.Inventor.Nodes.SoMaterial's diffuseColor field specifies the "base" color and alpha values for all voxels. OIV.LDM.Nodes.SoTransferFunction specifies color and alpha values based on the voxel value. The final voxel color and alpha (before lighting and other effects) is computed by multiplying these two color and alpha values. The default material is 0.8, 0.8, 0.8, 1 (fully opaque gray). The 0.8 value for R, G and B allows lighting to increase the brightness of the voxel. For slice rendering without lighting, the application may want to set the material to 1, 1, 1, 1 so that only the OIV.LDM.Nodes.SoTransferFunction affects the voxel color and alpha. Effectively the material alpha value (aka transparency) is a "global" multiplier that can be used to increase or decrease the transparency of all voxels in the volume.
Material {
ambientColor | 0.2 0.2 0.2 |
diffuseColor | 0.8 0.8 0.8 |
specularColor | 0 0 0 |
emissiveColor | 0 0 0 |
shininess | 0.2 |
transparency | 0 |
OIV.Inventor.Actions.SoGLRenderAction, OIV.Inventor.Actions.SoCallbackAction Sets the ambient color, the diffuse color, the specular color, the emissive color, the shininess, and the transparency of the current material. Sets: OIV.Inventor.Elements.SoMaterialElement