From: vsr Date: Fri, 4 May 2012 14:26:45 +0000 (+0000) Subject: 0021179: EDF 1654 SMESH GEOM: better look'n'feel X-Git-Tag: V6_5_0b1~3 X-Git-Url: http://git.salome-platform.org/gitweb/?a=commitdiff_plain;h=8194ac412a415cc45d848437b5b6003509f42f5b;p=modules%2Fgeom.git 0021179: EDF 1654 SMESH GEOM: better look'n'feel update documentation --- diff --git a/doc/salome/gui/GEOM/images/material.png b/doc/salome/gui/GEOM/images/material.png index 6600337d1..085921468 100644 Binary files a/doc/salome/gui/GEOM/images/material.png and b/doc/salome/gui/GEOM/images/material.png differ diff --git a/doc/salome/gui/GEOM/input/color.doc b/doc/salome/gui/GEOM/input/color.doc index 256b215fc..cb56c49e1 100644 --- a/doc/salome/gui/GEOM/input/color.doc +++ b/doc/salome/gui/GEOM/input/color.doc @@ -6,8 +6,8 @@ Select Color menu accessible by right-clicking on an object and selecting \b Color in the pop-up menu box. -This functionality is avalible only for Artificial -\ref material "materials" of the selected shape(s). +This functionality is avalible only if \em artificial +\ref material "material model" is assigned to the selected shape. \n TUI Command: gg.setColor(ID, Short, Short, Short) @@ -16,4 +16,4 @@ This functionality is avalible only for Artificial Our TUI Scripts provide you with useful examples of \ref tui_change_color "Changing Display Parameters". -*/ \ No newline at end of file +*/ diff --git a/doc/salome/gui/GEOM/input/material.doc b/doc/salome/gui/GEOM/input/material.doc index 84ac6de42..0821754ff 100644 --- a/doc/salome/gui/GEOM/input/material.doc +++ b/doc/salome/gui/GEOM/input/material.doc @@ -1,59 +1,145 @@ /*! -\page material_page Material +\page material_page Material properties -\n You can change the material properties of the selected shape(s) by -- choosing one of predefined global materials, -- choosing one of predefined user materials, -- creating a new user material and applying it to the selected shape(s) +\tableofcontents -in the following dialog box. +\section material_general_description General description -\image html material.png -
Set Material Properties dialog
- - -With help of Set Material Properties dialog it is possible to set -materials of the selected shape(s). - -This functionality is available in OCC and VTK viewers. - -\anchor material -User can changed the following material properties +\note The functionality related to the material properties is +\b experimental one. It might work not as expected. The behaviour might +be changed in the future versions of SALOME Geometry module. -- ambient color and coefficient -- diffuse color and coefficient -- specular color and coefficient -- emission color and coefficient (available only in OCC viewer), which simulate light originating from an object. -- shininess -- type of material: Physical these materials will not allow modification of color attributes (gold, aluminium, bronze, etc.); - Artificial these materials will allow modification of color attributes (plastic, satin, metall, etc.) +\n You can change the material properties of the selected shape(s) in +the dedicated dialog box. This dialog box can be invoked from the +context popup menu using "Material properties" item: -\n All currently available materials are shown in the left-side list box -of the Set Material Properties dialog. - -- [Current] item in the list corresponds to the material - currently used for the selected shape(s) -- [Default] item in the list corresponds to the front/back material - specified in Geometry module preferences -- Global materials are shown in blue color in the list -- User materials are shown in black color in the list - -\n If user tries to change a global material, it -creates a new user material basing on selected one in the left-side list box. -User materials allow changes without creating a new one. -Hot keys for the User materials: -- "Delete" key delete the selected material from list box -- "F2" key allow to rename selected material +\image html material.png +In this dialog box you can: +- modify the properties of the material model currenly assigned to the +shape presentation +- assign one of predefined global materials to the shape +- create custom material model and apply it to the shape + +\note This functionality is available in both OCC and VTK 3D +viewers. However, note that due to differences between underlying API +of OCC and VTK libraries the behaviour of the functionality related to +the materials is different: +- presentation of the shape in OCC and VTK viewers is not fully identical +- some material attributes can affect presentation in a different way + +\section material_opengl_model OpenGL ligthing model + +The material is specifed by the several attributes of the lighting +model. More details can be found in the documentation related to the +OpenGL programming, for example here: http://www.glprogramming.com/red/chapter05.html. + +In the OpenGL lighting model, the light in a scene comes from several +light sources; the light sources have an effect only when there are +surfaces that absorb and reflect light. Each surface is assumed to be +composed of a material with various properties. A material might emit +its own light (like headlights on an automobile), it might scatter +some incoming light in all directions, and it might reflect some +portion of the incoming light in a preferential direction like a +mirror or other shiny surface. + +The OpenGL lighting model considers the lighting to be divided into +four independent components: emissive, ambient, diffuse, and +specular. All four components are computed independently and then +added together. + +Ambient illumination is light that's been scattered so much by the +environment that its direction is impossible to determine - it seems +to come from all directions. Backlighting in a room has a large +ambient component, since most of the light that reaches your eye has +first bounced off many surfaces. A spotlight outdoors has a tiny +ambient component; most of the light travels in the same direction, +and since you're outdoors, very little of the light reaches your eye +after bouncing off other objects. When ambient light strikes a +surface, it's scattered equally in all directions. + +The diffuse component is the light that comes from one direction, so +it's brighter if it comes squarely down on a surface than if it barely +glances off the surface. Once it hits a surface, however, it's +scattered equally in all directions, so it appears equally bright, no +matter where the eye is located. Any light coming from a particular +position or direction probably has a diffuse component. + +Finally, specular light comes from a particular direction, and it +tends to bounce off the surface in a preferred direction. A +well-collimated laser beam bouncing off a high-quality mirror produces +almost 100 percent specular reflection. Shiny metal or plastic has a +high specular component, and chalk or carpet has almost none. You can +think of specularity as shininess. + +Although a light source delivers a single distribution of frequencies, +the ambient, diffuse, and specular components might be different. For +example, if you have a white light in a room with red walls, the +scattered light tends to be red, although the light directly striking +objects is white. OpenGL allows you to set the red, green, and blue +values for each component of light independently. + +\section material Material properties dialog box + +The dialog box consists of two parts: +- The list box at the left shows all available material models, both +predefined by the application and custom one specified by the user. +- The widgets in the right part of the dialog box allows modifyng of +different properties of the material model. + +The following properties of the material model can be specified: +- \b Ambient color and coefficient (floating point value between 0 and 1) +- \b Diffuse color and coefficient (floating point value between 0 and 1) +- \b Specular color and coefficient (floating point value between 0 and 1) +- \b Emissive color and coefficient (floating point value between 0 +and 1). Note: this attribute is applicable only for the OCC viewer; +it simulates light originating from an object. +- \b Shininess +- \b Type of material model: \em physical or \em artificial. + +If material model is specified as \em physical one (like \em Gold, +for instance), this means that the color of the shape (more precisely +its \em ambient color) can not be modified. If you assign physical +material model to the shape, the "Color" menu item will not be +available in the popup menu. + +If model is non-physical (\em artificial), the color can be changed +to any appopriate one, only other attributes will be constant. In the +dialog box you will be able to modify the color of the shape via the +"Color" button. "Ambient color" button becomes disabled to signalize +that this attribute of the model is ignored. Also, it will be possible +to modify the color of the shape via the +\ref color_page "corresponding popup menu command". + +All available predefined material models are shown in the list box of +the Color and Material Properties dialog: +- [Current] item in the list corresponds to the material model + currently assigned to the selected shape(s). This model can be + freely modified by the user. +- Global material models are shown in blue color in the list; + these are the models predefined by the SALOME Geometry module. User + is not allowed to modify the global models. +- User materials are shown in black color in the list. These + models are specified by the user and can be modified at any moment. + +The buttons "Add material" and "Remove material" in the lower part of +the dialog box can be used to create or remove custom material +models. The same commands are also available via the popup menu that +is shown if user presses right mouse button in the materials list +box. An additional "Rename material" command, available in popup menu, +can be used to change the material model's name. Examples: \image html material_OCC.png -
Different materials in OCC viewer
+Different materials in OCC viewer \image html material_VTK.png -
Different materials in VTK viewer
+Different materials in VTK viewer + +Default material model is specified via the preferences of Geometry +module. */