- Qt 5.15
- Qt 3D
- QML Types
- DiffuseSpecularMapMaterial QML Type
- Qt 5.15.18 Reference Documentation

# DiffuseSpecularMapMaterial QML Type

The DiffuseSpecularMapMaterial provides a default implementation of the phong lighting effect where the diffuse and specular light components are read from texture maps. More...

Import Statement: | import Qt3D.Extras 2.15
Since: | Qt 5.7

- List of all members, including inherited members

## Properties

- ambient : color
- diffuse : TextureImage
- shininess : real
- specular : TextureImage
- textureScale : real

## Detailed Description

The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:

- Ambient is the color that is emitted by an object without any other light source.
- Diffuse is the color that is emitted for rought surface reflections with the lights.
- Specular is the color emitted for shiny surface reflections with the lights.
- The shininess of a surface is controlled by a float property.

This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.

## Property Documentation

ambient : color

Holds the current ambient color.

diffuse : TextureImage

Holds the current diffuse map texture.

By default, the diffuse texture has the following properties:

- Linear minification and magnification filters
- Linear mipmap with mipmapping enabled
- Repeat wrap mode
- Maximum anisotropy of 16.0

shininess : real

Holds the current shininess.

specular : TextureImage

Holds the current specular map texture.

By default, the specular texture has the following properties:

- Linear minification and magnification filters
- Linear mipmap with mipmapping enabled
- Repeat wrap mode
- Maximum anisotropy of 16.0

textureScale : real

Holds the current texture scale. It is applied as a multiplier to texture coordinates at render time. Defaults to 1.0.

When used in conjunction with WrapMode.Repeat, textureScale provides a simple way to tile a texture across a surface. For example, a texture scale of `4.0` would result in 16 (4x4) tiles.