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struct

Surface

A configuration for the appearance of a mesh surface under scene lighting.

Related Articles
Surface Lighting

Fields

LightingModel

The lighting model to use. See LightingModel for more info.

ReceiveShadows

Specifies whether or not the surface should receive shadows.
NOTE: Only opaque surfaces can receive shadows.

ShadowCastingMode

Specifies if the surface should cast shadows.

Properties

BlinnPhong

get: Returns the parameters if using BlinnPhong, otherwise default.
set: Sets LightingModel to BlinnPhong and sets the model parameters based on the input value.

Standard

get: Returns the parameters if using Standard, otherwise default.

set: Sets LightingModel to Standard and sets the model parameters based on the input value.

StandardSpecular

get: Returns the parameters if using StandardSpecular, otherwise default.

set: Sets LightingModel to StandardSpecular and sets the model parameters based on the input value.

Static Methods

BrushedMetal (2 overloads)
  1. Create a new, brushed metal surface.
  2. Create a new, brushed metal surface with a given specular reflection color.
Glossy (2 overloads)
  1. Create a new, glossy surface.
  2. Create a new, glossy surface with a given specular reflection color.
Matte

Create a new, matte surface effect.

Plastic

Create a new, plasticky-looking surface.

PolishedMetal (2 overloads)
  1. Create a new, glossy metal surface.
  2. Create a new, glossy metal surface with a given specular reflection color.
Rubber (2 overloads)
  1. Create a new, soft rubber surface.
  2. Create a new, soft rubber surface with a given specular reflection color.
Unlit

Create a new, unlit surface.

See Also

UIBlock.Surface
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