init
TypeScriptstatic initFloatLiteral(value: number): PhysicallyBasedMaterial_AnisotropyLevelSwift declarationinit(floatLiteral value: Float)Creates an anisotropy level object from a single value. - Parameters: - value: The anisotropy level.
struct · iOS 15.0+ · SDK 27.1
struct AnisotropyLevelAn object that defines the degree to which an entity reflects light to create stretched or oblong highlights. By default, PBR materials are isotropic; in other words, an entity that uses ``PhysicallyBasedMaterial`` reflects light uniformly in all directions, mimicking the behavior of most real-world objects. Some objects, including those with many small parallel striations such as vinyl records, CDs, or straight hair, reflect light more in some directions than others, resulting in stretched or oblong specular highlights, as shown in the following figure.  Use this object to specify the ``PhysicallyBasedMaterial/anisotropyLevel-swift.property`` for a material.
static initFloatLiteral(value: number): PhysicallyBasedMaterial_AnisotropyLevelSwift declarationinit(floatLiteral value: Float)Creates an anisotropy level object from a single value. - Parameters: - value: The anisotropy level.
static get textureSemantic(): TextureResource_SemanticSwift declarationstatic let textureSemantic: TextureResource.SemanticThe intended use of the object’s texture property.
static initScaleTexture(scale?: number, texture?: (MaterialParameters_Texture) | null): PhysicallyBasedMaterial_AnisotropyLevelSwift declarationinit(scale: Float = 1.0, texture: PhysicallyBasedMaterial.Texture? = nil)Creates an anisotropy level object using a single value or a texture. By default, PBR materials are isotropic; in other words, an entity that uses ``PhysicallyBasedMaterial`` reflects light uniformly in all directions, mimicking the behavior of most real-world objects. Some objects, including those with many small parallel striations such as vinyl records, CDs, or straight hair, reflect light more in some directions than others, resulting in stretched or oblong specular highlights, as shown in the following figure. -1) Use this initializer to create an object to set the ``PhysicallyBasedMaterial/anisotropyLevel-swift.property`` for a material using either a single value for the entire material, or a UV-mapped image. If you specify `texture`, RealityKit calculates the anistotropy level for the entity by UV-mapping `texture` onto the entity and multiplying the value of each mapped pixel by `scale`. If you don’t specify `texture`, then RealityKit uses `scale` as the entire entity’s anisotropy level. If you provide a color image for `texture` rather than a grayscale image, RealityKit only uses the intensity of the image’s red channel. - Parameters: - scale: The anisotropy level value for the entire material. - texture: The anisotropy level values as a UV-mapped image.
get scale(): numberSwift declarationvar scale: FloatThe anistropy level specified as a single value.
set scale(value: number)Swift declarationvar scale: FloatThe anistropy level specified as a single value.
get texture(): (MaterialParameters_Texture) | nullSwift declarationvar texture: PhysicallyBasedMaterial.Texture?The anisotropy level values specified using a UV-mapped image.
set texture(value: (MaterialParameters_Texture) | null)Swift declarationvar texture: PhysicallyBasedMaterial.Texture?The anisotropy level values specified using a UV-mapped image.
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