DatumHueEnterprise v0.0.24datumhue.com
Contents

namespaceMaterials2 functionsUI apps only

datumhue.material

PBR and unlit materials for 3D meshes.

Returns handles
Material

The examples on this page start from:

lua
local scene = datumhue.scene.new({ width = 320, height = 240 })
scene:mount({ width = 320, height = 240 })
scene:directional_light({ direction = datumhue.math.vec3(-1, -2, -1) })

Functions 2

datumhue.material.standard

functionUI apps only
datumhue.material.standard(opts: material.MaterialStandardOptions) -> Material

Create a physically-based material. Lit by the scene; supports PBR texture maps, transparency, and clearcoat. Apply it via a mesh's material option or node:update.

Example
local brass = datumhue.material.standard({
    color = datumhue.color("#dbbc7f"),
    metallic = 0.8,
    roughness = 0.3,
})
scene:sphere({ material = brass })
scene:cube({ pos = datumhue.math.vec3(1.5, 0, 0), material = brass })

opts material.MaterialStandardOptions options 18 keys, 4 inherited

KeyTypeDefaultDescription
textureImagethe base color alone, unless texture_source or shader is givenBase-color texture from an image asset.
texture_sourceImage | DrawCanvas | Scenethe texture image, if anyBase-color texture from a source handle (image / draw canvas / scene), used in place of texture.
shaderShaderthe base color and texture aloneCustom shader whose output is the base color, lit by the scene's lights, shadows and fog as a texture is; color multiplies it. Its uniforms, channels, reloads and dh.time reach the mesh as they reach a panel. Raises together with texture or texture_source.
normal_mapImagethe mesh's own normalsTangent-space normal map.
occlusionImageno ambient occlusionAmbient-occlusion map (grayscale; darkens crevices).
metallic_roughnessImagethe uniform metallic and roughnessCombined metallic (blue channel) + roughness (green channel) map.
emissive_textureImagethe uniform emissive colorEmissive map, modulated by the emissive color.
alpha_mode"opaque" | "mask" | "blend" | "premultiplied" | "add" | "multiply""opaque"Transparency handling.
alpha_cutoffnumber0.5Threshold for the mask alpha mode, 0..1; ignored by other modes.
double_sidedbooleanfalseRender both faces, disabling back-face culling.
reflectancenumber0.5Specular reflectance at normal incidence, 0..1.
iornumber1.5Index of refraction.
clearcoatnumber0Clearcoat layer strength, 0..1; 0 is no clearcoat.
clearcoat_roughnessnumber0Clearcoat layer perceptual roughness, 0..1.
From material.PbrMaterialOptions
colorColordatumhue.color(1, 1, 1)Base color.
metallicnumber0Metallic factor.
roughnessnumber0.5Perceptual roughness.
emissiveColordatumhue.color(0, 0, 0)Emissive color.

datumhue.material.unlit

functionUI apps only
datumhue.material.unlit(opts: material.MaterialUnlitOptions) -> Material

Create an unlit material that ignores scene lighting and shows its color (and texture) at full brightness.

Example
-- Shows its color at full strength, whatever lights the scene holds.
local marker =
    datumhue.material.unlit({ color = datumhue.color("#e67e80") })
scene:sphere({ material = marker })

opts material.MaterialUnlitOptions options 1 key

KeyTypeDefaultDescription
colorColordatumhue.color(1, 1, 1)Base color.

Types 2

material.AlphaMode

enum
ValueDescription
"opaque"
"mask"
"blend"
"premultiplied"
"add"
"multiply"

Used by: Material.alpha_mode

Nested in: material.MaterialStandardOptions, material.UpdateOptions

material.PbrMaterialOptions

options

options 4 keys

KeyTypeDefaultDescription
colorColordatumhue.color(1, 1, 1)Base color.
metallicnumber0Metallic factor.
roughnessnumber0.5Perceptual roughness.
emissiveColordatumhue.color(0, 0, 0)Emissive color.

Extended by: material.MaterialStandardOptions

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This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
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