- Qt 6.7
- Qt 3D
- QML Types
- Qt3D.Extras
- DiffuseSpecularMaterial
- Qt 6.7.2 Reference Documentation

# DiffuseSpecularMaterial QML Type

The DiffuseSpecularMaterial class provides a default implementation of the phong lighting effect. More...

Import Statement: | import Qt3D.Extras 2.7

- List of all members, including inherited members

## Properties

- alphaBlending : bool
- ambient : color
- diffuse : var
- normal : var
- shininess : real
- specular : var
- textureScale : real

## Detailed Description

The phong 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 rough 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

alphaBlending : bool

Indicates if the alpha information coming from the diffuse property will be taken into account during rendering. Defaults to false.

ambient : color

Holds the ambient color that is emitted by an object without any other light source.

diffuse : var

Holds the diffuse color of the material that is emitted for rough surface reflections with the lights. This can be either a plain color value or a texture.

normal : var

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.

shininess : real

Holds the shininess exponent. Higher values of shininess result in a smaller and brighter highlight.

Defaults to 150.0.

specular : var

Holds the specular color of the material that is emitted for shiny surface reflections with the lights. This can be either a plain color value or a texture.

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.