ParsedMaterial

from acron.materials import ParsedMaterial
class ParsedMaterial(name: str = '', tres_path: str = '', albedo_png: str = None, normal_png: str = None, orm_png: str = None, emission_png: str = None, base_color: tuple = (1.0, 1.0, 1.0, 1.0), emission_color: tuple = (0.0, 0.0, 0.0, 1.0), emission_energy: float = 1.0, metallic: float = 0.0, roughness: float = 1.0, normal_enabled: bool = False, emission_enabled: bool = False, transparent: bool = False, is_shader: bool = False)

Bases: object

A Godot StandardMaterial3D flattened to what a port needs.

Texture paths are absolute filesystem paths (or None when the material has no such map). metallic/roughness are scalar fallbacks used when there is no ORM texture; base_color/emission_color are linear RGBA.

Inheritance diagram

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albedo_png: str = None
base_color: tuple = (1.0, 1.0, 1.0, 1.0)
emission_color: tuple = (0.0, 0.0, 0.0, 1.0)
emission_enabled: bool = False
emission_energy: float = 1.0
emission_png: str = None
property has_textures
is_shader: bool = False
metallic: float = 0.0
name: str = ''
normal_enabled: bool = False
normal_png: str = None
orm_png: str = None
roughness: float = 1.0
transparent: bool = False
tres_path: str = ''