MetalRoughMaterial QML Type | Qt 3D | Qt 6.11.2
Description: This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 3 and OpenGL ES 3.

- Qt 6.11
- Qt 3D
- QML Types
- Qt3D.Extras (Deprecated)
- MetalRoughMaterial
- Qt 6.11.2 Reference Documentation

# MetalRoughMaterial QML Type

This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 3 and OpenGL ES 3. More...

Import Statement: | `import Qt3D.Extras 2.11`
In C++: | QMetalRoughMaterial
Status: | Deprecated

- List of all members, including inherited members

## Properties

- ambientOcclusion : Texture
- baseColor : variant
- metalness : variant
- normal : Texture
- roughness : variant
- textureScale : real

## Detailed Description

## Property Documentation

### ambientOcclusion : Texture

Holds the current ambient occlusion map texture of the material. This can only be a texture, otherwise it is ignored. By default this map is not set.

### baseColor : variant

Holds the current base color of the material. This can be either a plain color value or a texture. By default the value of this property is "grey".

### metalness : variant

Holds the current metalness level of the material, as a value between 0 (purely dielectric, the default) and 1 (purely metallic). This can be either a plain uniform value or a texture. By default the value of this property is 0.

### normal : Texture

Holds the current normal map texture of the material. This can only be a texture, otherwise it is ignored. By default this map is not set.

### roughness : variant

Holds the current roughness level of the material. This can be either a plain uniform value or a texture. By default the value of this property is 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.