- Qt 6.11
- Qt Quick 3D
- QML Types
- Material
- Qt Quick 3D | Commercial or GPLv3

# Material QML Type

Abstract base type providing functionality common to materials. More...

Import Statement: | `import QtQuick3D`
Inherits: | Object3D
Inherited By: | CustomMaterial, DefaultMaterial, PrincipledMaterial, and SpecularGlossyMaterial

- List of all members, including inherited members

## Properties

- cullMode : enumeration
- depthDrawMode : enumeration
- lightProbe : Texture

## Detailed Description

## Property Documentation

### cullMode : enumeration

This property defines whether primitive culling is enabled, and, when enabled, which primitives are discarded.

The default value is Material.BackFaceCulling.

A triangle is considered front-facing if it has a counter-clockwise winding, meaning its vertices in framebuffer coordinates are in counter-clockwise order.

Constant | Description
--- | ---
`Material.BackFaceCulling` | Back-facing triangles are discarded.
`Material.FrontFaceCulling` | Front-facing triangles are discarded.
`Material.NoCulling` | No triangles are discarded.

### depthDrawMode : enumeration

This property determines if and when depth rendering takes place for this material. The default behavior when SceneEnvironment::depthTestEnabled is set to `true` is that during the main render pass only opaque materials will write to the depth buffer. This property makes it possible to change this behavior to fine tune the rendering of a material.

The default value is Material.OqaqueOnlyDepthDraw

Constant | Description
--- | ---
`Material.OpaqueOnlyDepthDraw` | Depth rendering is only performed if the material is opaque.
`Material.AlwaysDepthDraw` | Depth rendering is always performed regardless of the material type.
`Material.NeverDepthDraw` | Depth rendering is never performed.
`Material.OpaquePrePassDepthDraw` | Depth rendering is performed in a separate depth pass, but only opaque values are written. This mode also enables transparent materials to be used in combination with shadows.

Note: If SceneEnvironment::depthPrePassEnabled is set to `true` then all depth writes will take place as a result of the depth prepass, but it is still necessary to explicitly set `Material.OpaquePrePassDepthDraw` to only write the opaque fragments in the depth and shadow passes.

### lightProbe : Texture

This property defines a Texture for overriding or setting an image based lighting Texture for use with this material only.

Note: Setting a light probe on the material will override the scene's light probe for models using this material.

Note: This property is ignored when Reflection Probe is used to show reflections on the Model using this material because Reflection Probe uses the scene's light probe.

See also SceneEnvironment::lightProbe.