CreateStandardBrush ( [red#][,green#][,blue#] )
Parameters
| red#, green#, blue# (optional) - initial base colour components from 0 to 255; 255,255,255 (default) |
Description
|
Creates a brush that uses the modern Standard material. This is CreateBrush plus BrushStandard in one call: an ordinary Blitz brush with physically based lighting already attached. All the familiar brush commands keep working - BrushColor, BrushAlpha, PaintEntity and PaintSurface - alongside the Standard map, factor and layer commands. A new Standard brush starts at metallic 1, roughness 1 (the glTF default), so BrushPBR is normally your very next call. Free the brush with FreeBrush when you are done with it - entities painted from it keep their material. For the full story, see the Standard material in the shader guide. Requires Extended mode. See also: BrushStandard, BrushPBR, CreateBrush, PaintEntity, FreeBrush. |
Example
; CreateStandardBrush Example ; --------------------------- ; Requires Extended mode. Graphics3D 640,480,0,2 SetBuffer BackBuffer() camera=CreateCamera() PositionEntity camera,0,0,-5 light=CreateLight() RotateEntity light,35,-30,0 ; A classic brush for comparison classic=CreateBrush(80,170,255) ; The same colour as a Standard physically based brush standard=CreateStandardBrush(80,170,255) BrushPBR standard,0,0.35 left=CreateSphere(32) PositionEntity left,-1.3,0,0 PaintEntity left,classic right=CreateSphere(32) PositionEntity right,1.3,0,0 PaintEntity right,standard ; Painted surfaces keep the brush state, so free the brushes now FreeBrush classic FreeBrush standard While Not KeyDown(1) TurnEntity left,0,0.4,0 TurnEntity right,0,0.4,0 ; Arrow keys move the camera If KeyDown(200) Then MoveEntity camera,0,0,0.1 If KeyDown(208) Then MoveEntity camera,0,0,-0.1 If KeyDown(203) Then TurnEntity camera,0,1,0 If KeyDown(205) Then TurnEntity camera,0,-1,0 RenderWorld Color 255,255,255 Text 0,0,"Arrow keys: move camera Esc: exit" Text 0,20,"Left: CreateBrush (classic) Right: CreateStandardBrush(80,170,255)" Flip Wend End
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